https://www.imfdb.org/api.php?action=feedcontributions&user=Fine+cuisine&feedformat=atomInternet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]2024-03-28T10:50:21ZUser contributionsMediaWiki 1.35.7https://www.imfdb.org/index.php?title=Ready_or_Not_(VG)&diff=1655452Ready or Not (VG)2024-02-26T06:37:51Z<p>Fine cuisine: /* SIG-Sauer MCX */ the MCX in game is .300</p>
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{{Infobox Video Game|{{PAGENAME}}<br />
|name = Ready or Not<br />
|picture = BetterCoverArtForReadyOrNot.jpg<br />
|caption = Promotional Art<br />
|date = December 18, 2021 (Early Access)<br>December 13, 2023 (1.0 Release)<br />
|developer = VOID Interactive<br />
|publisher = VOID Interactive<br />
|platforms = PC<br />
|genre = Tactical [[First-Person Shooter]]<br />
}}<br />
<br />
'''''Ready or Not''''' (or '''''RoN''''') is a tactical first-person shooter video game developed and published by VOID Interactive, a company based in Ireland. The game places the player in the role of a SWAT team leader, in a "Nondescript Modern America" and fictional city called "Los Suenos" (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.<br />
<br />
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.<br />
<br />
{{VG Title|Ready or Not}}<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the "Optiwand" from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.<br />
<br />
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.<br />
<br />
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in "safe" (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).<br />
<br />
=Handguns=<br />
<br />
==Beretta 92X Performance==<br />
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name "P92X". It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, and effective, the 92X is a versatile sidearm that gets the job done without doing anything too exciting in the process. <br />
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]<br />
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the "GFLHG003" serial number; "GFL" refers to ''Girls' Frontline'', and "HG003" is is the index number of the M9 T-Doll in ''GFL''.]]<br />
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]<br />
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]<br />
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]<br />
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway. With the teensiest bit of clipping between the hammer and the glove.]]<br />
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]<br />
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]<br />
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]<br />
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the "PADANIA" marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]<br />
<br />
==Colt M45A1==<br />
The [[Colt XSE|Colt M45A1]] appears as a sidearm in ''Ready or Not''. Firing punchy .45 ACP rounds, the M45A1 relies on high single-shot power and accuracy to deal with suspects.<br />
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]<br />
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]<br />
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]<br />
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]<br />
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]<br />
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]<br />
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with "CTLO".]]<br />
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]<br />
<br />
==Colt Python==<br />
The [[Colt Python]] appears in ''Ready or Not'' simply as the ".357 MAGNUM" and is the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Exceptionally powerful, loud, and lacking in capacity, the Python is a weapon of extremes. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.<br />
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6" Barrel - .357 Magnum]]<br />
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5" barrel - .357 Magnum]]<br />
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]<br />
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose. Note the slightly too-short underlug, in comparison to the photo above.]]<br />
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]<br />
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]<br />
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder with the ol' FBI technique.]]<br />
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]<br />
<!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--><br />
<br />
==FN Five-Seven==<br />
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. With good penetration and the highest magazine capacity in the sidearm lineup, and below-average stopping power, the Five-SeveN is a good backup gun for primary weapons like the ballistic shield. <br />
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]<br />
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]<br />
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]<br />
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]<br />
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]<br />
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]<br />
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]<br />
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]<br />
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]<br />
<br />
==Glock 19 MOS (Gen 5)==<br />
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name "G19". It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). Arguably the game's most generic sidearm, the Glock is modular and effective, making it serviceable for just about any situation. It is also used by some low and high-level suspects. <br />
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]<br />
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]<br />
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]<br />
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu, note the big MOS plate and front serrations of a current production Gen 5.]]<br />
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]<br />
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights, Glock's optional Night Sights.]]<br />
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine, it even has a round in it!]]<br />
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together. Note the top round of the partially used magazine appears to be seated too low.]]<br />
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of "Gocke 19" instead of Glock. Also note the slide release not fully engaging the slide cut, in comparison to the Five-SeveN.]]<br />
[[File:Ronglock19 1.jpg|thumb|none|600px|One of the drug dealers on the "213 Park Homes" map with the G19.]]<br />
[[File:Ronglock19 2.jpg|thumb|none|600px|A member of "The Hand" terrorist cell disguised as a hospital worker runs with the Glock.]]<br />
<br />
===Glock 19T MOS (Gen 5)===<br />
The less than lethal Glock 19T MOS Generation 5 FS appears in the training course as a sidearm for both Judge and fellow officers. It is loaded with 9x19mm Simunition rounds (which are incorrectly referred to as JHP rounds).<br />
[[File:Glock19T Gen5.jpg|thumb|none|450px|Glock 19T (5th Generation) FS]]<br />
[[File:Glock17T MOS Gen5.jpg|thumb|none|450px|Glock 17T MOS (5th Generation) FS - for comparison]]<br />
[[File:RON lesslethalGlock 01.jpg|thumb|none|600px|Judge with his Glock 19T Gen 5.]]<br />
[[File:RON lesslethalGlock 02.jpg|thumb|none|600px|Swapping magazines.]]<br />
[[File:RON lesslethalGlock 03.jpg|thumb|none|600px|An officer with the pistol "holstered" at his hip.]]<br />
<br />
===Polymer80 PFC9===<br />
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. It is statistically identical to the Glock 19. <br />
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]<br />
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]<br />
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]<br />
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]<br />
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the "JAPAN" marking in-place of the "AUSTRIA" normally found on Glock mags.]]<br />
<br />
==Heckler & Koch USP Tactical== <br />
The [[Heckler & Koch USP Tactical]] appears in-game as the "USP45" (previously named "USP Tactical"), fitted with a pair of Heinie SlantPro luminous sights. The USP features suppressor-height sights and is the middle ground between the M45A1 and the Glock, firing powerful .45 ACP rounds and utilizing large 12-round magazines. <br />
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler & Koch USP Tactical - .45 ACP]]<br />
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]<br />
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]<br />
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]<br />
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]<br />
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]<br />
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]<br />
<br />
==Kimber Custom TLE II==<br />
A [[Kimber Custom TLE II]] was added in version 1.0 as the "TLE II". It comes with factory Kimber night sights and has a whole two modifications to its name, those being a Surefire 310R weapon light and a similarly 90's vintage LAM. With identical stats to the earlier M45A1, and without a threaded barrel for suppressors, this sidearm is best suited to making a stylistic impression.<br />
[[File:Kimber Custom TLE II pistol left side.jpg|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]<br />
[[File:RoN TLE II 01.jpg|thumb|600px|none|Officer Banks cocks his TLE II. This animation plays first equipping the pistol.]]<br />
[[File:RoN TLE II 02.jpg|thumb|600px|none|Basking in the sunlight inside the San Uriel Condominiums. Note the gun sits slightly too low in the character's hands and clips into their adductor pollicis.]]<br />
[[File:RoN TLE II 03.jpg|thumb|600px|none|Magazine checking. The weapon is apparently manufactured by the fictional company "Timber Arms".]]<br />
[[File:RoN TLE II 04.jpg|thumb|600px|none|Sighting up a YouTube parody. Note the thumbnail images are unfortunately AI-generated, as are certain photos and paintings in the game.]]<br />
[[File:RoN TLE II 05.jpg|thumb|600px|none|Performing a rather stylish tactical reload.]]<br />
[[File:RoN TLE II 06.jpg|thumb|600px|none|Thumbing the slide release on empty. The new magazine is incorrectly empty, although this appears to be a bug as many other weapons in the game also share this fault.]]<br />
[[File:RoN TLE II 07.jpg|thumb|600px|none|Banks popping off some targets inside the shooting range.]]<br />
[[File:RoN TLE II 08.jpg|thumb|600px|none|Ditto, but showing the right side of the weapon. Note the Girl's Frontline T-Doll number.]]<br />
<br />
==SIG-Sauer P229 Legion==<br />
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the "M11 Compact". Possessing a slightly quicker fire rate than the Glock and feeding from 15-round magazines, the M11 Compact is a versatile sidearm made all the more interesting by its ability to mount red dot sights. <br />
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]<br />
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]<br />
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]<br />
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation, shared with both of RoN's 1911s.]]<br />
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights, low profile and luminous.]]<br />
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet MP9-N==<br />
The [[Brügger & Thomet MP9-N]] appears in ''Ready or Not'' simply as the "MP9", and was added as part of the 28 June 2022 patch (EA 21474). Compact, with a high rate of fire, and the ability to attach a suppressor, the MP9 is a good choice for close-quarters engagements where armored suspects are not a major threat.<br />
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger & Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]<br />
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments, barely fitting into frame.]]<br />
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]<br />
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands. It is so tiny!]]<br />
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights...]]<br />
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|"That's a 9mm alright..."]]<br />
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, easy to retain long stick mags.]]<br />
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine, seldom seen in most games.]]<br />
<br />
==Brügger & Thomet SPC9==<br />
A [[Brügger & Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the "SPC9". With a high rate of fire, fast reload and familiar ergos, the SPC's a reliable SMG for the job.<br />
[[File:SPC9 telescoping.jpg|thumb|none|450px|Brügger & Thomet SPC9 with telescoping stock - 9x19mm]]<br />
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, fitted with the same generic BUIS sights as a lot of other in-game guns.]]<br />
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view, very AR-like isn't it?]]<br />
[[File:RoN SPC9 draw.jpg|thumb|none|600px|At least until you get to that draw animation, reminding you that it has a big MP5 style charging handle on the side.]]<br />
[[File:RoN SPC9 ads.jpg|thumb|none|600px|And also an AR style charging handle. Best of both worlds. Here's the sights, get used to seeing these, they'll show up again.]]<br />
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big "SPC" marking to confirm its identity.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model. The P90 is built for armor first, however the large 50 round magazines and controllable rate of fire make it a versatile all-rounder.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]<br />
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench, finally available to the police after so long in the hands of the suspects.]]<br />
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]<br />
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]<br />
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant, hello again Mr. BUIS.]]<br />
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical FPS P90 reload animations, the SWAT officer will release the mag, pull it out and then throw it like a polymer boomerang.]]<br />
[[File:Readyornotvgp90easteregg.jpg|thumb|none|600px|An easter egg on the right side of the magazine.]]<br />
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]<br />
<br />
==Heckler & Koch MP5/10==<br />
The [[Heckler & Koch MP5/10 and MP5/40|H&K MP5/10]] appears in ''Ready or Not'' as the "MP5/10MM", and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails. It is used by disguised Bolton guards in the level "The Spider" and by Bolton Security in "Valley of the Dolls". The MP5/10 is a powerful submachine gun, delivering a sizeable bump in power that can be seen and felt in both target ballistics and overall controllability. <br />
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]<br />
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now "Paladin Ordnance".]]<br />
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]<br />
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]<br />
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]<br />
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]<br />
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]<br />
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]<br />
[[File:RoN MP5 10mm NPC1.jpg|thumb|none|600px|A disguised Bolton guard at Brixley Talent Time.]]<br />
[[File:RoN MP5 10mm NPC0.jpg|thumb|none|600px|A nervous guard with his SMG at low ready.]]<br />
[[File:RoN MP5 10mm NPC2.jpg|thumb|none|600px|A Bolton guard at Voll Health House with the 10mm MP5.]]<br />
[[File:RoN MP5 10mm NPC3.jpg|thumb|none|600px|Another guard lights a cigarette with the SMG at his side.]]<br />
<br />
==Heckler & Koch MP5A3==<br />
The [[Heckler & Koch MP5A3|H&K MP5A3]] appears in ''Ready or Not'' simply as the "MP5A3", and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard. The more modern of the MP5 clique, the MP5A3 is a dependable, classic option. All of the MP5 fun with more rail space than you can shake a "crime stick" at. <br />
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler & Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]<br />
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]<br />
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]<br />
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]<br />
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]<br />
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]<br />
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]<br />
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]<br />
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]<br />
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]<br />
<br />
==Heckler & Koch MP5A4==<br />
The [[Heckler & Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the "MP5A2" despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious "H&K Slap", the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. A few less attachments and allowing the use of the iconic Surefire 628 gives the A2 its niche. <br />
[[File:H&KMP5A4.jpg|thumb|none|450px|Heckler & Koch MP5A4 - 9x19mm]]<br />
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments, behold that weirdly curved mag again.]]<br />
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4 with a Trijicon SRS and Surefire WL handguard.]]<br />
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]<br />
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]<br />
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4, with a correctly lined up front sight.]]<br />
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload, which should look familiar.]]<br />
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]<br />
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
The [[Heckler & Koch MP7A2]] was added with the Adam update in November 2022. It appears as the "MP7" as with most games, although it is modeled after the A2 version. Compact, quick to reload, and with a very high rate of fire, the MP7 is the other high risk SMG of choice. <br />
[[File:MP7A2.jpg|thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 "tan" finish.]]<br />
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into "pistol" configuration and the MP7 itself is fitted with its H&K SD sound suppressor.]]<br />
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]<br />
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range, bathed in mood lighting.]]<br />
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]<br />
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]<br />
<br />
==Heckler & Koch UMP45==<br />
The [[Heckler & Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the player character uses the bolt release on empty instead of the charging handle like in most games. As of the 1.0 update, the UMP45 now has a 3 o'clock rail. The ability to fold the SMG's stock has unfortunately been removed. For the older version, see the ''Discussion'' page. The UMP sees usage by slightly higher end suspects in game, such as the heavily armed Mindjot security team in "Sinuous Trail" and occasionally by Bolton Security operatives on "The Spider" and "Valley of the Dolls". Chugging along at a slow rate of fire, the UMP takes well to suppressors, foregrips, and careful aim.<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]]<br />
[[File:ReadyOrNotupdt UMP45 01 equip.jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP (although the selector is already set to semi-auto and doesn't actually move during this animation).]]<br />
[[File:ReadyOrNotupdt UMP45 02 selector.jpg|thumb|none|600px|Flicking the selector to full-auto.]]<br />
[[File:ReadyOrNotupdt UMP45 03 idle.jpg|thumb|none|600px|Holding the UMP45 on Kawayu Beach.]]<br />
[[File:ReadyOrNotupdt UMP45 04 inspect.jpg|thumb|none|600px|Checking the magazine.]]<br />
[[File:ReadyOrNotupdt UMP45 05 reload1.jpg|thumb|none|600px|Pushing the magazine release lever, grabbing the magazine in the gun, and holding a new magazine. This tactical reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]<br />
[[File:ReadyOrNotupdt UMP45 06 reload1.jpg|thumb|none|600px|About to load a "new" magazine; due to a bug, both the UMP45 and UMP9 have empty magazine models when reloading from empty.]]<br />
[[File:ReadyOrNotupdt UMP45 07 reload2.jpg|thumb|none|600px|The officer using the IP joint of his thumb to press the bolt release.]]<br />
[[File:ReadyOrNotupdt UMP45 08 NPC1.jpg|thumb|none|600px|A "Mindjot" security guard armed with the UMP45.]]<br />
[[File:ReadyOrNotupdt UMP45 10 NPC3.jpg|thumb|none|600px|One of the disguised Bolton security guards in "The Spider".]]<br />
[[File:ReadyOrNotupdt UMP45 09 NPC2.jpg|thumb|none|600px|Closeup of the bolt, which has correct markings minus the company name. "HaKa" seems to be the in-universe version of HK, with the name being an acronym for 'Hartmann & Karl GmbH".]]<br />
[[File:ReadyOrNot UMP45 markings2.jpg|thumb|none|600px|Closeup of the markings on the other side. Like many other weapons in Ready or Not, the UMP45's serial number has a Girl's Frontline reference; 404-000103 (Squad 404/T-Doll No. 103). Unfortunately the devs opted for the opaque version of the magazine instead of the windowed version (which is also the version seen in Girl's Frontline for both the UMP45 and UMP9).]]<br />
<br />
==Heckler & Koch UMP9==<br />
The 9mm variant of the UMP was added in version 1.0. It shares most of the animations with the UMP45. All of the fun of your UMP-45 but now in 9mm so you can have a MP5 with a bolt release!<br />
[[File:UMP9 RIS.jpg|thumb|none|450px|Heckler & Koch UMP9 - 9x19mm]]<br />
[[File:ReadyOrNotupdt UMP9 01 equip.jpg|thumb|none|600px|Chambering the UMP9 while spawning in, as before the selector doesn't move from safe as it is already set to semi-auto.]]<br />
[[File:ReadyOrNotupdt UMP9 02 selector.jpg|thumb|none|600px|Flicking the fun switch to full auto.]]<br />
[[File:ReadyOrNotupdt UMP9 03 idle.jpg|thumb|none|600px|Idle with the SMG.]]<br />
[[File:ReadyOrNotupdt UMP9 04 aim.jpg|thumb|none|600px|The iron sights are identical to the ones on the UMP45.]]<br />
[[File:ReadyOrNotupdt UMP9 05 reload1.jpg|thumb|none|600px|Performing a tactical reload after firing at not-Santa Monica Pier.]]<br />
[[File:ReadyOrNotupdt UMP9 06 reload2.jpg|thumb|none|600px|Again, reloading from empty has a bug where the empty magazine model is used.]]<br />
[[File:ReadyOrNotupdt UMP9 07 reload3.jpg|thumb|none|600px|Thumbing the bolt.]]<br />
[[File:ReadyOrNotupdt UMP9 08 NPC1.jpg|thumb|none|600px|<strike>Kevin Nguyen</strike> Vinh "Vinny" Tran will occasionally spawn with the UMP9. He appears to be the only suspect who uses the weapon.]]<br />
[[File:ReadyOrNotupdt UMP9 09 NPC2.jpg|thumb|none|600px|Close up of the bolt. As mentioned before the markings are correct, minus the fictionalized company name.]]<br />
[[File:ReadyOrNot UMP9 markings2.jpg|thumb|none|600px|Also as mentioned before, the serial number is a reference to the Girl's Frontline T-Doll of the same name; 404-000101 (Squad 404/T-Doll No. 101). Also note that in third person the selector will always be depicted in semi-auto, regardless of what the user has actually set it to.]]<br />
<br />
==SIG-Sauer MPX==<br />
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Little bit smaller, little bit faster, little bit slicker, the MPX is a fast little booger of a SMG.<br />
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]<br />
[[File:RoN MPX gunbench.jpg|thumb|none|600px|A bone stock MPX in the modification menu.]]<br />
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]<br />
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]<br />
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]<br />
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]<br />
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]<br />
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]<br />
<br />
=Shotguns=<br />
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.<br />
<br />
==Benelli M4==<br />
The [[Benelli M4]] appears in ''Ready or Not'' simply as the "M4 SUPER 90". It's also a suspect weapon, rarely seen in the hands of high risk suspects like the Human Traffickers on "Port Hokan". Nothing quite dominates a close quarters combat situation like the M1014, with a fast fire rate allowing for quick neutralization of threats.<br />
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]<br />
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]<br />
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]<br />
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]<br />
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]<br />
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]<br />
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]<br />
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]<br />
<br />
==Benelli Supernova Tactical==<br />
The [[Benelli Supernova Tactical]] was added in version 1.0. The game reffers to the weapon as the "supernova" (with no capital 's') but the markings on the side call the weapon the "SuperbNova". Just like other Beretta weapons in the game, the weapon has the manufacturer marking as "Padania" Also note the Supernova shares the serial number with the Girl's Frontline T-Doll: 000352. All of your pump action shotgun fun, but now Italian with extra railspace!<br />
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]<br />
[[File:RoN SuperNova Wall.jpg|thumb|none|600px|A "SuperbNova" in the armory.]]<br />
[[File:RoN SuperNova 01 idle.jpg|thumb|none|600px|Officer Eli holding the Supernova inside the LSPS.]]<br />
[[File:RoN SuperNova 02 inspect.jpg|thumb|none|600px|When checking the load, the officer correctly holds the action release lever.]]<br />
[[File:RoN SuperNova 03 aim.jpg|thumb|none|600px|Using its sights, the trademark Benelli ghost ring.]]<br />
[[File:RoN SuperNova 04 pump.jpg|thumb|none|600px|Working the action after firing. The ejected shell is incorrectly brand new.]]<br />
[[File:RoN SuperNova 05 load1.jpg|thumb|none|600px|Chamber loading on empty...]]<br />
[[File:RoN SuperNova 05 load2.jpg|thumb|none|600px|...and topping up.]]<br />
[[File:RoN SuperNova Eli.jpg|thumb|none|600px|Eli pumping out a shell, which gives us good look at the bolt assembly.]]<br />
<br />
==Beretta 1301 Tactical==<br />
The [[Beretta 1301]] appears in ''Ready or Not'' as the "B1301", and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called "B1301 ENTRYMAN" (known in earlier official materials as "FBI-HRT Edition"). Just a bit faster, kicking a lil' bit harder, the 1301's a different flavor of semi auto fun gun. <br />
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]<br />
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]<br />
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]<br />
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand, ready to breach and clear.]]<br />
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]<br />
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]<br />
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]<br />
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]<br />
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the "B1301 ENTRYMAN".]]<br />
<br />
==Remington 870 MCS Masterkey==<br />
The [[Remington 870 MCS Masterkey]] appears as a tactical device under the name "Breaching Shotgun", replacing the Mossberg 500 Cruiser that was depicted in this role during Early Access. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.<br />
[[File:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 Gauge]]<br />
[[File:RON 870MCSBreacher 0.jpg|thumb|none|600px|Holding the 870 MCS Masterkey. The shotgun does not have sights of any kind, nor can it accept any attachments, though it is able to use the canted shooting stance available to all weapons in the game.]]<br />
[[File:RON 870MCSBreacher 1.jpg|thumb|none|600px|Checking the empty chamber.]]<br />
[[File:RON 870MCSBreacher 2.jpg|thumb|none|600px|Shoving in a breaching round on an empty reload...]]<br />
[[File:RON 870MCSBreacher 3.jpg|thumb|none|600px|...and topping up the empty magazine tube.]]<br />
<br />
==Wilson Combat CQB==<br />
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the "870 CQB". A classic police issue weapon, powerful on light targets and still useful once armor gets involved.<br />
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]<br />
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]<br />
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]<br />
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]<br />
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]<br />
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]<br />
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]<br />
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]<br />
<br />
==Wilson Combat Less Lethal CQB==<br />
The Wilson Combat Less Lethal CQB appears as the "Beanbag Shotgun". While not as fast to fire as the game's pepperball launchers, the beanbag rounds incapacites targets regardless of masks. <br />
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]<br />
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]<br />
<br />
=Assault Rifles=<br />
==Arsenal SLR-107UR==<br />
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name "SLR47"; it is fitted with an SLR AK Railed gas tube with matching SLR AK handguard, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, an aftermarket pistol grip and muzzle device, and as of 1.0, it has an extended fire selector lever (similar to the Krebs Custom MK VI Enhanced Safety). It feeds from 30-round Magpul AK PMags. It's also a rarely seen AI weapon, primarily used by Mindjot's security team on "Sinuous Trail". A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.<br />
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]<br />
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The "SLR47" on the gun bench; note the straighter ALG trigger.]]<br />
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]<br />
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the "SLR47" in-game model; aside from the serial number, the markings read "SLR 47UA" (effectively confirming its identity), and "Cal. 7.45x39mm" below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]<br />
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]<br />
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]<br />
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]<br />
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]<br />
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]<br />
[[File:Ronslr107ur 1.jpg|thumb|none|600px|A "Mindjot" security contractor with the SLR.]]<br />
<br />
==DSA SA58 OSW==<br />
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. A high power, high recoil especially in full auto and loud rifle, the OSW really lives up to the family legacy. But nothing quite drops heavily armored targets like two to the chest from this thing.<br />
[[File:DSA-SA-58-OSW.jpg |thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]<br />
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]<br />
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]<br />
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]<br />
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]<br />
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]<br />
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The "DSA00106" serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]<br />
<br />
==FN SCAR-L CQC==<br />
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name "MK16", equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate but very controllable, not a bad side choice for an operator in-game.<br />
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]<br />
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]<br />
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]<br />
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR through those classic tall iron sights.]]<br />
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]<br />
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]<br />
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the "Utica Arms" instead of FN stamp.]]<br />
<br />
==Heckler & Koch HK416A5==<br />
The [[Heckler & Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5" Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to "GA416". Short but not too short, controllable, accurate, powerful, a good all-rounder rifle.<br />
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler & Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]<br />
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler & Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]<br />
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]<br />
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]<br />
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]<br />
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]<br />
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]<br />
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]<br />
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the "HaKa" markings similar to "HK" can be seen. Also visible are "65-000404" serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. "65" is the index number of the HK416 T-Doll character, and "404" is the name of the unit (Squad 404) that HK416 is a member of in the story.]]<br />
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]<br />
[[File:RON HK416Gright.jpg|thumb|none|600px|Right side of the rifle.]]<br />
[[File:RON HK416Gmenu.jpg|thumb|none|600px|An officer with the HK416A5 in the main menu screen.]]<br />
<br />
==Heckler & Koch G36C==<br />
The [[Heckler & Koch G36C]] was added in the the February 2022 update, equipped with a Brugger & Thomet quad rail handguard and KAC flip-up sights. The G36C was originally featured in the 2020 PVP build, where it had a different model. It's also another rare AI rifle, used by ''one'' Carrier of the Vine cultist sniper on Cherryessa Farm. Snub, loud, effective, lightweight, you can't complain with the effectiveness.<br />
[[File:Hkg36c.jpg|thumb|none|450px|Heckler & Koch G36C - 5.56x45mm NATO]]<br />
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu, note the B&T handguard.]]<br />
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse, with the rarely seen open topped "rail" on the receiver.]]<br />
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]<br />
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload, this game does remember the G36's bolt release.]]<br />
<br />
==Knight's Armament SR-16 CQB==<br />
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate. <br />
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]<br />
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]<br />
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]<br />
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]<br />
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]<br />
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]<br />
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]<br />
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to "AUTO".]]<br />
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]<br />
<br />
==Mk 18 Mod 0==<br />
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the "MK18". The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the "M4A1" (it is still incorrectly referred to as "M4A1" when bagging the rifle as evidence). It is also used by high-level suspects, including Mindjot Security, Human Traffickers, Left Behind members, the Russian mafiosos and more. Loud, flashy and effective, the Mk 18 is a compact rifle for any job. <br />
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]<br />
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]<br />
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine, racking the charging handle and giving the FA a quick tap...]]<br />
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]<br />
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original A2 carry handle. The forward assist and brass deflector are also improved from the pre-update model.]]<br />
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]<br />
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on a fresh magazine.]]<br />
[[File:RON MK18 markings.jpg|thumb|none|600px|Closeup of the markings on the side.]]<br />
[[File:RoN MK18 NPC1.jpg|thumb|none|600px|A school shooter with the pre-Adam MK 18 Mod 0 with carry handle.]]<br />
[[File:RoN MK18 NPC2.jpg|thumb|none|600px|A member of the "Left Behind's" rogue Secret Service team armed with the post-Adam MK 18 Mod 0. Note his chest rig seems inspired by the one from [https://www.imfdb.org/wiki/Heat#Colt_Model_733 Heat].]]<br />
===Less Than Lethal MK 18 Mod 0===<br />
A less than lethal version of the MK 18 Mod 0 appears in the training level and is used by both Judge and fellow officers. It is loaded with 5.56x45mm Simunition rounds (the game incorrectly refers to them as JHP rounds).<br />
[[File:Umarex T4E TM4.jpg|thumb|none|450px|Umarex T4E TM4]]<br />
[[File:Unit4TrainingRifleCQB.jpg|thumb|none|450px|UNIT Solutions UNIT4 CQB]]<br />
[[File:RON lesslethalMK18 01.jpg|thumb|none|600px|Judge holds his training rifle. Note the protruding bolt release; when first equipping the rifle in the training facility, it lacks ammunition.]]<br />
[[File:RON lesslethalMK18 02.jpg|thumb|none|600px|About to pull the charging handle after acquiring some ammunition. Thankfully he doesn't grab the magazines on the left loaded with actual 5.56x45mm ammunition, as he later uses the rifle on fellow officers playing the role of suspects). Note the dust cover, which normally doesn't have a texture when equipping the rifle.]]<br />
[[File:RON lesslethalMK18 03.jpg|thumb|none|600px|Performing a tactical reload after shooting some steel.]]<br />
[[File:RON lesslethalMK18 04.jpg|thumb|none|600px|An officer in the training course armed with the MK 18 Mod 0. Note the bolt.]]<br />
<br />
==Wilson Combat SBR Tactical==<br />
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker "ARWC" (presumably "Assault Rifle Wilson Combat"). The weapon was initially named "SBR-300" and chambered in .300 Blackout, was renamed to "SBR-556" and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to "ARWC" in the February 2022 update. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. <br />
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]<br />
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]<br />
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]<br />
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view...]]<br />
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights, which should look familiar.]]<br />
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]<br />
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]<br />
<br />
==BCM CQB-11==<br />
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named "BCM Mk1" and was renamed to "Mk1 Carbine" after the January 2022 update. Finally, upon the release of 1.0, it saw yet another name change to "BCM".<br />
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]<br />
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. "DCM" markings, similar to the real weapon's "BCM", can be seen on the magazine well; this presumably stands for something like "Delta Company Manufacturing", rather than "Dichloromethane" as some might assume.]]<br />
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]<br />
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]<br />
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]<br />
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]<br />
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]<br />
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]<br />
<br />
==Brownells BRN-180S 300 BLK==<br />
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name "ARN-18", equipped with a SIG-Sauer Minimalist Plus folding stock. Adorably short, and in .300 Blackout with wicked effective terminal ballistics especially suppressed, it's a sleeper hit in the lineup.<br />
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]<br />
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]<br />
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]<br />
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]<br />
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]<br />
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]<br />
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]<br />
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]<br />
<br />
==SIG-Sauer MCX==<br />
The first-generation [[SIG-Sauer MCX|SIG-Sauer MCX SBR]] in .300 Blackout was added in version 1.0, and features a telescoping stock. The markings on the rifle state it is manufactured by "SIC SUHL INC". Note that much like other weapons in Ready or Not, the last three digits on the serial number make reference to the ''Girl's Frontline'' T-Doll of the same name. No notes here, short, effective, all-rounder.<br />
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5" barrel - 5.56x45mm NATO]]<br />
[[File:ReadyorNot 01 equip1.jpg|thumb|600px|none|First equipping the rifle; tilting the MCX while holding the adjustment button to let the stock fully extend...]]<br />
[[File:ReadyorNot 02 equip2.jpg|thumb|600px|none|...and then racking the charging handle.]]<br />
[[File:ReadyorNot 03 idle.jpg|thumb|600px|none|Holding the rifle near the US-Mexican border.]]<br />
[[File:ReadyorNot 04 aim.jpg|thumb|600px|none|Sighting up a drone.]]<br />
[[File:ReadyorNot 05 shoot.jpg|thumb|600px|none|Watching some lowres 5.56 casings eject out the MCX.]]<br />
[[File:ReadyorNot 06 reload1.jpg|thumb|600px|none|Performing a tactical reload.]]<br />
[[File:ReadyorNot 07 reload2.jpg|thumb|600px|none|Smacking the bolt release after reloading from empty.]]<br />
[[File:ReadyorNot 08 empty.jpg|thumb|600px|none|Inspecting the empty magazine after running dry. Note the protruding bolt release.]]<br />
<br />
==SIG-Sauer MCX VIRTUS==<br />
The "LVAR" is an integrally suppressed [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] in .300 Blackout with some parts inspired by the SIG-Sauer Low Visibility Assault Weapon (LVAW). It was added in version 1.0.<br />
<br />
An announcement stated that it uses "an MCX gen 1 upper and gen 2 lower, with the rest being LVAW parts". However, the upper receiver is actually from the second-generation MCX VIRTUS. It is fitted with an ALTRD handguard (which resembles that of the LVAW), and is depicted with the top Picatinny rail of the LVAW and earlier MCX prototypes, as opposed to the scalloped rail of later MCX models. The compact sneaky beaky based MCX variant, this gives a similar performance to the BRN except being integrally suppressed at the same length as the BRN with a can.<br />
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9" barrel - 5.56x45mm NATO]]<br />
[[File:ALTRD VIRTUS.jpg|thumb|none|350px|ALTRD 10.5" handguard for SIG-Sauer MCX VIRTUS]]<br />
[[File:RoN VIRTUS 00a.jpg|thumb|none|600px|Unfolding the stock when first equipping the VIRTUS...]]<br />
[[File:RoN VIRTUS 00b.jpg|thumb|none|600px|...and racking the charging handle.]]<br />
[[File:RoN VIRTUS 01.jpg|thumb|none|600px|King with the rifle after clearing out the active shooters and IEDs in Watt Community College.]]<br />
[[File:RoN VIRTUS 02.jpg|thumb|none|600px|Checking the the .300 Blackout ammunition.]]<br />
[[File:RoN VIRTUS 03.jpg|thumb|none|600px|Using the KAC Sights. The rear apature is enlarged due to videogame perspective being different from real life, as the real diameter of the sight is tiny and would make it virtually unusable.]]<br />
[[File:RoN VIRTUS 04.jpg|thumb|none|600px|Changing magazines. Note the protruding catch.]]<br />
[[File:RoN VIRTUS 05.jpg|thumb|none|600px|Flipping the selector to fun mode.]]<br />
[[File:RoN VIRTUS 06.jpg|thumb|none|600px|About to push the bolt release after loading a new magazine.]]<br />
<br />
==Thales F90MBR==<br />
The [[Thales F90|Thales F90MBR]] was added in version 1.0. Very controllable, effective and accurate, the F90 shows you what a bullpup can do in the right circumstances. While simply referred to as "F90" in the loadout screen, the weapon's markings allude to the full name with "THF90" being written on the magazine well (and again the serial number being a Girl's Frontline reference).<br />
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]<br />
[[File:RoN F90 01a.jpg|thumb|none|600px|When equipping the F90MBR, the officer folds down the charging handle...]]<br />
[[File:RoN F90 02a.jpg|thumb|none|600px|...then gives it a tug.]]<br />
[[File:RoN F90 03a.jpg|thumb|none|600px|Officer "Atlas" innawoods.]]<br />
[[File:RoN F90 04a.jpg|thumb|none|600px|Using the Magpul MBUS Pro sights.]]<br />
[[File:RoN F90 05a.jpg|thumb|none|600px|Thumbing the magazine release, which is used for the inspect and tactical reloads. When reloading from empty, the officer uses their shooting hand to drop the magazine.]]<br />
[[File:RoN F90 06a.jpg|thumb|none|600px|Loading a "new" magazine (which is empty due to the aforementioned bug)...]]<br />
[[File:RoN F90 07a.jpg|thumb|none|600px|...and then clasping the bolt release.]]<br />
[[File:RoN F90 08.jpg|thumb|none|600px|Ditto, but in third person.]]<br />
<br />
=Launchers=<br />
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. <br />
<br />
==Heckler & Koch M320==<br />
The [[Heckler & Koch M320]] appears in ''Ready or Not'' simply as the "M320". It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.<br />
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler & Koch M320 with optional telescoping stock - 40x46mm]]<br />
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]<br />
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]<br />
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]<br />
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]<br />
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]<br />
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
==Milkor MGL==<br />
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.<br />
<br />
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like <i>Ready or Not</i>'s inspiration game ''[[S.W.A.T. 4]]''.<br />
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]<br />
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]<br />
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]<br />
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]<br />
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]<br />
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]<br />
<br />
=Grenades=<br />
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.<br />
<br />
==M7A3 CS Gas Grenade==<br />
The [[M7 CS gas grenade]]s appears in-game as just the "CS Grenade", although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.<br />
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]<br />
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]<br />
<br />
==M84 Stun Grenade==<br />
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. <br />
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]<br />
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]<br />
<br />
==Model 9590 Stingball==<br />
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the "Stingball Grenade" and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.<br />
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]<br />
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]<br />
<br />
=Other=<br />
==VKS==<br />
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the "R7 Launcher". A semi-auto-only pepperball launcher, the VKS's rails allow for a degree of customization.<br />
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]<br />
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]<br />
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]<br />
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]<br />
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]<br />
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down "R" to check that the pepperball magazine is still in one piece.]]<br />
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]<br />
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]<br />
<br />
==M26 Taser==<br />
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named "TASER", as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.<br />
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]<br />
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]<br />
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]<br />
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]<br />
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]<br />
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]<br />
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]<br />
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
=Unusable Weapons=<br />
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future. Note that weapons used by suspects do not have any moving parts (example: slides or charging handles reciprocating) and when the NPCs reload, the animations play but no parts of the weapon move.<br />
<br />
==Handguns==<br />
<br />
===Beretta 92FS===<br />
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an "M9A1" in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.<br />
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]<br />
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]<br />
<br />
===Colt Detective Special===<br />
A compressed clip of the climactic ending of the movie ''[[Charade]]'' is seen being looped in the movie theater in the level "Sins of the Father". In the scene, Peter Joshua ([[Cary Grant]]) is seen using a [[Colt Detective Special]].<br />
[[Image:Colt Detective Special.jpg|none|thumb|350px|Colt Detective Special 1st gen .38 Special]]<br />
[[File:Ready or Not Charade 2.jpg|thumb|none|600px|Peter Joshua attempts to convince Regina Lampert (Audrey Hepburn) that Hamilton Bartholomew is really Carson Dyle.]]<br />
[[File:Ready or Not Charade 1.jpg|thumb|none|600px|Josuha sneaks from behind a pillar.]]<br />
[[Image:C colt 005.jpg|none|thumb|600px|Joshua aiming his Detective Special in a still from the movie itself.]]<br />
<br />
===Colt M1911A1===<br />
An old-school [[Colt M1911A1]] appears as a common suspect weapon in ''Ready or Not''. It is often used as a backup weapon by suspects, appearing in equal numbers alongside the Makarov. Notably, it is used by Eve Nader in the level "Carriers of the Vine".<br />
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]<br />
[[File:RoN 1911A1 01.jpg|600px|thumb|none|Nader with her M1911A1.]]<br />
[[File:RoN 1911A1 02.jpg|600px|thumb|none|Right side closeup. Note the correctly cocked back hammer and markings, although the numero sign is incorrect and should be "№" instead of "NO.".]]<br />
[[File:RoN 1911A1 03.jpg|600px|thumb|none|Left side closeup. The markings are all correct, however it lacks the Colt logo and the "Colt" company name has been changed to a generic "Arms" instead.]]<br />
[[File:RoN 1911A1 04.jpg|600px|thumb|none|Rear closeup.]]<br />
<br />
===Glock 18===<br />
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label "G18 AUTO". Its primary user seems to be Mindjot's security team on "Sinuous Trail" and other high-risk targets.<br />
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]<br />
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It appears to be an actual Glock 18, and not a conversion, as evidenced by the slide mounted selector switch on.]]<br />
[[File:ReadyorNot MV gun.jpg|600px|thumb|none|A TV playing a not-YouTube video the level "23 Megabytes A Second" features a man aiming a Glock 18 with a 33-round magazine.]]<br />
<br />
===Glock 19 (Gen 4)===<br />
Prior to the January 2022 update, the 4th Generation [[Glock 19]] was usable by the player under the "G19" name. It also was formerly seen in the hands of suspects, but after subsequent updates, both were replaced by the 5th Generation Glock 19. It is equipped with Glock aftermarket 3-dot night sights and OD Green frame. A version with a stovepipe malfunction still appears as evidence next to its deceased owners on the levels "Thank You, Come Again" and "Greased Palms".<br />
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]<br />
[[File:RoN G19g4 prop1.jpg|thumb|none|600px|A civilian who slipped in some ketchup inside the 4U diner with the pistol next to him.]]<br />
[[File:RoN G19g4 prop2.jpg|thumb|none|600px|An expired Los Locos Del Pacificos gangster with his Glock.]]<br />
[[File:RoN G19g4 prop3.jpg|thumb|none|600px|Closeup, the "Glock" title was later updated to "Used Glock". Note the primer incorrectly hasn't been struck.]]<br />
<br />
===Luger P08===<br />
The [[Luger P08]] is also seen in the cinema playing the ending of the movie ''Charade'' in the level "Sins of the Father".<br />
[[Image:LugerP08Pistol.jpg|none|thumb|350px|Luger P08 9x19mm]]<br />
[[File:Ready or Not Charade 3.jpg|thumb|none|600px|Carson Dyle ([[Walter Matthau]]) draws a Luger when his true identity is revealed.]]<br />
[[File:Ready or Not Charade 4.jpg|none|thumb|600px|Carson attempts to fool Lampert into not trusting Josuha.]]<br />
[[Image:C luger 002.jpg|none|thumb|600px|HD version of the above scene from the movie itself.]]<br />
<br />
===Makarov PM===<br />
The [[Makarov PM]] appears as a common suspect weapon in ''Ready or Not''. It is often used as a backup weapon by suspects, appearing in equal numbers alongside the M1911. Which is relatively odd given the rarity of Makarovs in the US, while it makes sense for the Russian mafioso members on levels such as "Buy Cheap Buy Twice", the meth heads of "213 Park Holmes" or "Thank You Come Again" not so much. <br />
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]<br />
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]<br />
[[File:RoN Makarov NPC 5.jpg|thumb|none|600px|A Russian mobster with the Makarov at the Caesar's Cars dealership.]]<br />
[[File:ReadyorNot Makarov 01.jpg|thumb|none|600px|Presumably desperate due to the ammunition export ban, this man has resorted to stealing cash to fund his 9x18mm addiction.]]<br />
[[File:ReadyorNot Makarov 02.jpg|thumb|none|600px|Other side of the pistol.]]<br />
<br />
===Walther PPQ===<br />
The [[Walther PPQ]] appears as a suspect weapon.<br />
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]<br />
<br />
===Walther PP===<br />
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.<br />
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]<br />
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]<br />
<br />
===SIG P250 Compact===<br />
While currently an unused police weapon in the files, a [[SIG P250 Compact]], simply named "P250" in game, is seen used by Los Locos Del Pacificos gang members across multiple levels.<br />
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm Parabellum]]<br />
[[File:RoN P250 NPC2.jpg|600px|thumb|none|A Los Locos gangster aims his P250.]]<br />
[[File:RoN P250 NPC3.jpg|600px|thumb|none|Other side of the pistol wielded by another gangster.]]<br />
[[File:RoN P250 NPC4.jpg|600px|thumb|none|The pistol locked back on empty next to its arrested owner.]]<br />
<br />
==Submachine Guns==<br />
===Calico M950===<br />
The [[Calico M950]] was added in version 1.0 primarily used by low risk suspects such as on "Thank You Come Again" or "23 Megabytes A Second". How exactly low level street thugs have gotten rare M950's is anyone's guess.<br />
[[Image:CalicoM950.jpg|thumb|none|350px|Calico M950 semi-automatic pistol - 9x19mm]]<br />
[[File:ReadyorNot CalicoM950 01.jpg|thumb|none|600px|A suspect with the big plastic on his hip. Note the improvised "ballistic vest".]]<br />
[[File:ReadyorNot CalicoM950 02.jpg|thumb|none|600px|A different perp with the Calico, using the ol' homemade t-shirt headwrap.]]<br />
[[File:ReadyorNot CalicoM950 03.jpg|thumb|none|600px|Aiming. Note the magazine correctly has the "9mm Only" marking, but instead of "Calico" being written on it, "Portinari" is written instead (perhaps referring to Candido Portinari?).]]<br />
[[File:ReadyorNot CalicoM950 04.jpg|thumb|none|600px|Other side.]]<br />
<br />
===IMI Uzi===<br />
The [[Uzi]] appears in ''Ready or Not'' simply as the "UZI", commonly used by both low and high level suspects. <!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--><br />
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]<br />
[[File:RoN NPC Uzi1.jpg|thumb|none|600px|A Russian mobster who bears some resemblance to [https://www.imfdb.org/wiki/Die_Hard#Heckler_.26_Koch_HK94_.28chopped_and_converted.29 Tony Vreski] with the Uzi.]]<br />
[[File:RoN NPC Uzi2.jpg|thumb|none|600px|A Los Locos gangster with the Uzi. Note the trigger discipline, which all NPCs (including NPCs that realistically wouldn't) use for all weapons minus pistols.]]<br />
[[File:RoN NPC Uzi5.jpg|thumb|none|600px|One of the assistants of Gerard Scott armed with the Uzi. Note the bolt of the Uzi is incorrectly always depicted as closed.]]<br />
[[File:RoN NPC Uzi3.jpg|thumb|none|600px|Opening fire on the SWAT team.]]<br />
[[File:RoN NPC Uzi4.jpg|thumb|none|600px|Chambering the Uzi, his gardening glove clipping into the front sight.]]<br />
[[File:RoN Uzi Toy.jpg|thumb|none|600px|A toy soldier in Brixley Talent Time with a cartoonized Uzi.]]<br />
<br />
===Intratec TEC-9===<br />
The [[TEC-9]] appears in ''Ready or Not'' simply as the "TEC-9" and commonly used by low-level suspects, including sometimes as a backup to another primary. <br />
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]<br />
[[File:RoN TEC-9 & Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]<br />
[[File:Rontec9 1.jpg|thumb|none|600px|A gas station robber with the TEC-9.]]<br />
[[File:Rontec9 2.jpg|thumb|none|600px|Ditto while aiming showing the other side.]]<br />
<br />
===Smith & Wesson 76===<br />
The [[Smith & Wesson M76]] appears in ''Ready or Not'' simply as the "M76" and is used by high-level suspects; those being the cultists of Cherryessa Farm and Russian mafiosos of Port Hokan. Occasionally it will appear in the hands of one the "Left Behind" members in Brisa Cove.<br />
[[Image:Sw76-1.jpg|thumb|none|450px|Smith & Wesson M76 with stock extended - 9x19mm]]<br />
[[File:RoN M76 01.jpg|600px|thumb|none|A septum-pierced cultist with the M76. Note that isn't a bullet but her thumb clipping through the port. The magazine correctly has bullets modeled however.]]<br />
[[File:RoN M76 02.jpg|600px|thumb|none|A mobster with the M76.]]<br />
[[File:RoN M76 03.jpg|600px|thumb|none|Closeup of the receiver interestingly reveals MGC markings in lieu of the S&W crest. MGC did make M76 models in the 80s and 90s.]]<br />
[[File:RoN M76 04.jpg|600px|thumb|none|Right side of the weapon in the hands of a "Left Behind" member. "Smith & Wesson" has been changed to "Bret & Easton".]]<br />
<br />
===Walther MPL===<br />
The [[Walther MPL]] appears in ''Ready or Not'' simply as the "MPL" and is used by high-level suspects, particularly those of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it made a smidge of sense for Cherryessa's placeholder survivalists when they were on the map. The current suspects not so much.<br />
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm Parabellum]]<br />
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]<br />
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]<br />
[[File:ReadyOrNot MPL 01.jpg|600px|thumb|none|One of the "Carriers of the Vine" cultists on Cherryessa Farm armed with an MPL.]]<br />
[[File:ReadyOrNot MPL 02.jpg|600px|thumb|none|The other side.]]<br />
[[File:ReadyOrNot MPL 03.jpg|600px|thumb|none|Close-up of the port. Instead of "Walther", the text inside the logo says "Shadilay", in reference to the song by PEPE.]]<br />
<br />
==Shotguns==<br />
===12 Gauge Double Barreled Sawed-Off Shotgun===<br />
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make and model is a common weapon used by low-level suspects.<br />
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]<br />
[[File:RoN Sawed off.jpg|600px|thumb|none|The sawed-off is always found on at least one suspect in the gas station. It's not entirely clear as to what particular weapon this side-by-side is modeled after, however.]]<br />
[[File:Rondoublebarrel 1.jpg|600px|thumb|none|Tommy Wright on the creep, with that f'n sawed off.]]<br />
<br />
===Ithaca Model 37===<br />
The [[Ithaca 37]] appears in ''Ready or Not'' as the "M37". It is used by low and high-level suspects. <br />
[[File:IthacaModel37.jpg|thumb|none|450px|Ithaca 37 Riot Version - 12 gauge]]<br />
[[File:20231223012333 1.jpg|thumb|none|300px|A Russian mobster armed with the Ithaca Model 37 in the reworked Port Hokan. Note that he holds it as if it has a pistol grip.]]<br />
<br />
===Izhmash 18,5 KS-K===<br />
The [[Saiga-12|Izhmash KS-K]] appears exclusively in the hands of Russian mobsters in the level "Hide and Seek".<br />
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]<br />
[[File:RoN KSK NPC1.jpg|thumb|none|600px|A mobster with the shotgun.]]<br />
[[File:RoN KSK NPC2.jpg|thumb|none|600px|Left side.]]<br />
[[File:RoN KSK NPC3.jpg|thumb|none|600px|Closeup of the receiver. The markings refer to it as "Saiga-12K" while when bagging it evidence in-game it is called "Saiga 12". While technically not wrong, it isn't correct either.]]<br />
[[File:RoN KSK NPC4.jpg|thumb|none|600px|Other side showing the same label but in Cyrillic.]]<br />
<br />
===Mossberg 590===<br />
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the "M590-A". It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious "Non-Lethal" versions that fire beanbags.<br />
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 "Special"- 12 gauge]]<br />
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled its owner, Judge gazes upon a full stock 590 in the wild.]] <br />
[[File:RoN 590A-LTL.jpg|600px|thumb|none|The only known existence of the elusive less-lethal variant of the Mossberg 590 in the current build. Unlike the less lethal 870 variant that succeeded it, it can be denoted by its green finish; not dissimilar to its counterpart in SWAT 4. Also note the Surefire light on the pump handle.]]<br />
<br />
===Remington 870===<br />
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as a "870 CQB" like the WC shotgun above.<br />
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]<br />
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590s on the same map.]]<br />
<br />
===Winchester Model 1897 "Trench Gun"===<br />
The [[Winchester Model 1897|Winchester Model 1897 "Trench Gun"]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as "M37", presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].<br />
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 "Trench Gun" - 12 gauge.]]<br />
[[File:RoN Trench 4.jpg|thumb|none|600px|The Model 1897 held by a suspect with an affinity for WWII history in the level "Twisted Nerve".]]<br />
[[File:ReadyOrNot 1897 01.jpg|thumb|none|600px|One of the "Carriers of the Vine" cultists on Cherryessa Farm armed with an 1897.]]<br />
[[File:ReadyOrNot 1897 02.jpg|thumb|none|600px|Other side.]]<br />
[[File:ReadyOrNot 1897 03.jpg|thumb|none|600px|Close-up of the port.]]<br />
<br />
==Rifles==<br />
===AKMN===<br />
The [[AKM|AKMN]] appears in the hands of high level suspects, ranging from Russian mafiosos and members of the Los Locos to The Hand terrorists. All of the AKMN models appear to have AK-47-like smooth dust covers.<br />
[[File:AKMN.jpg|thumb|none|400px|AKMN - 7.62x39mm]]<br />
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]<br />
[[File:RoN AKMN 01.jpg|thumb|none|600px|Wannabe [[Better Call Saul - Season 4|Lalo Salamenca]], ''Miguel Ramirez'', with the AKMN at Caeser's Cars dealership.]]<br />
[[File:RoN AKMN 02.jpg|thumb|none|600px|Other side of the rifle. Note the not-Izhevsk proof mark, with an exclamation point instead of arrow.]]<br />
[[File:Ronthehandakm 2.jpg|600px|thumb|none|A "The Hand" terrorist aiming his AKMN in the level "Relapse".]]<br />
<br />
===AK-101===<br />
The [[AK-101]], which previously appeared in the 2020 PVP build, appears exclusively in the hands of "The Hand" during the "Neon Tomb" nightclub level. They are all outfitted with TDI Arms handguards, although they lack attachments. When bagging the rifle as evidence, it is still incorrectly called "AK-102".<br />
[[File:AK101.jpg|thumb|none|400px|AK-101 - 5.56x45mm NATO]]<br />
[[File:ReadyOrNot AK74M 01.jpg|600px|thumb|none|He isn't here to party.]]<br />
[[File:ReadyOrNot AK74M 02.jpg|600px|thumb|none|One of the terrorists inspects the other side of his AK-101. Note in some of the idle voice lines, members of the terror cell will complain about their weapons being sub-standard and jamming, though the weapons jamming isn't seen during gameplay.]]<br />
<br />
===AK-103===<br />
The [[AK-103]] appears in the hands of Russian mobsters in the "Buy Cheap, Buy Twice" level and occasionally in the "Keepers of the Vine" level. It was previously seen on the pre-1.0 "Hide and Seek" Port Hokan map. The models have fixed synthetic stocks, a feature of some American-made AK-103 clones that have fixed receiver rear trunnions.<br />
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]<br />
[[File:ReadyorNot AK103 mobster1.jpg|thumb|none|600px|A mobster-mechanic with the AK-103 rifle.]]<br />
[[File:ReadyorNot AK103 mobster2.jpg|thumb|none|600px|A tatted-up mobster with the rifle and its invisible flashlight.]]<br />
[[File:ReadyorNot AK103 mobster3.jpg|thumb|none|600px|Closeup of the receiver. Note the lack of hardware used for folding the stock.]]<br />
<br />
===AKS-74U===<br />
The [[AKS-74U]] is frequently seen in the hands of "The Hand" terrorists, and occassionally in the hand of the various school shooters on the map "Elephant".<br />
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:Ronaks74u 1.jpg|600px|thumb|none|A member of "The Hand" holds an AKS-74U. The magazine seems slightly shorter than a standard magazine but longer than a 20-round one.]]<br />
[[File:RoN AKS74U hip.jpg|thumb|none|600px|A Russian mob mechanic smokes through his welding mask with the AKS-74U at his hip.]]<br />
<br />
===ArmaLite AR-180===<br />
The [[ArmaLite AR-180]] originally was a suspect weapon. As of 1.0 it isn't seen in the hands of any suspects. It was a rather odd choice, as AR-180s are relatively uncommon and highly collectible rifles in the modern day.<br />
[[File:Armalite-AR18.jpg|thumb|none|450px|ArmaLite AR-18 - 5.56x45mm NATO]]<br />
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]<br />
[[File:Ronar180 1.jpg|600px|thumb|none|A "Mariposa Lily Order" cult member holds the AR-180 (with his left hand clipping through the magazine). This appears to be their standard assault rifle.]]<br />
[[File:Ronar180 2.jpg|600px|thumb|none|Ditto but on the left side.]]<br />
[[File:Ar180ronpromoa.jpg|600px|thumb|none|Official promotional art featuring a MLO operative with the AR-180.]]<br />
<br />
===Colt CSR-1516===<br />
A competition style [[AR-15]] is used by "Left Behind" terrorists in the "Ides of March" level, Elaine Raskin on "Cherryessa Farms" and the school shooters in the "Elephant" level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct trigger guard. They are always fitted with Aimpoint CompM2 red dot sights on M68 risers.<br />
[[File:ColtCSR1516iimage.jpg|thumb|400px|none|A CSR-1516 with 20-round magazine - 5.56x45mm]]<br />
[[File:ColtM4.jpg|thumb|none|400px|A Colt M4A1 for comparison - 5.56x45mm]]<br />
[[File:Roncsr1516 1.jpg|thumb|600px|none|A member of "The Left Behind" domestic terrorist group with the CSR-1516. This appears to be their standard assault rifle in this level.]]<br />
[[File:Roncsr1516 2.jpg|thumb|600px|none|Another member holds the gun, showcasing the left side of it.]]<br />
[[File:RoNCSR1516 03.jpg|thumb|600px|none|One of the school shooters with the 1516, showing the standard AR-15 upper and lower.]]<br />
[[File:RoN CSR Elaine Raskin.jpg|thumb|600px|none|Elaine Raskin holds the CSR.]]<br />
<br />
===M16A4===<br />
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It was replaced by the M24 Sniper Weapon System on Brisa Cove as evidence in update 1.0. It strangely is only seen in the hands of Russian mafia at Port Hokan.<br />
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]<br />
[[File:RoN M16A4 01.jpg|600px|thumb|none|A mafioso holding the M16A4 attempts to waterboard himself by wearing an improvised pantyhose mask during a monsoon.]]<br />
[[File:RoN M16A4 02.jpg|600px|thumb|none|Left side of the rifle.]]<br />
[[File:RoN M16A4 03.jpg|600px|thumb|none|Closeup of the right side of the receiver.]]<br />
[[File:RoN M16A4 04.jpg|600px|thumb|none|Left side. The markings only have minor fictional elements but are almost entirely 1:1 with the real ones.]]<br />
<br />
===Heckler & Koch G3A3===<br />
The [[Heckler & Koch G3]] appears in-game as an NPC weapon only, often appearing with an invisible flashlight on its barrel. It is used by various high level suspects.<br />
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO]]<br />
[[File:RoN G3 01.jpg|thumb|none|600px|A suited Russian mobster with the G3A3 in "Buy Cheap, Buy Twice".]]<br />
[[File:RoN G3 02.jpg|thumb|none|600px|Closeup of the receiver.]]<br />
[[File:RoN G3 03.jpg|thumb|none|600px|The other side of the receiver in the hands of a member of "The Hand" in the level "Relapse".]]<br />
[[File:RoN G3 04.jpg|thumb|none|600px|A cultist with the G3A3 in the level "Carriers of the Vine". The location is reminiscent of [[True Detective - Season 1|Carcosa]].]]<br />
<br />
===FN FAL===<br />
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels as well as the ex-Secret Service Left Behind members. It is also occasionally seen used by cultists at the Cherryessa Farm.<br />
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]<br />
[[File:RoN FAL 01.jpg|thumb|none|600px|A Russian mobster armed with the FAL at Port Hokan.]]<br />
[[File:RoN FAL 02.jpg|thumb|none|600px|Left side of the FAL in the hands of an ex-Secret Service "Left Behind" member.]]<br />
[[File:RoN FAL 03.jpg|thumb|none|600px|Closeup of the right side of the "Right Arm of the Free World" in the hands of a cultist. The marking text on the side reads: "FABRIQUE NATIONALE D'ARMES DE GUERRE_HERSTAL BEELGIQUE", which is mostly correct minus the underscore instead of hyphen and the extra "e" in "Belgique".]]<br />
[[File:RoN FAL 04.jpg|thumb|none|600px|Closeup of the left side of the receiver.]]<br />
<br />
===M14 Rifle===<br />
The [[M14]] appears in ''Ready or Not'' simply as the "M14". It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.<br />
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]<br />
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in its synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]<br />
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]<br />
[[File:Ronm14 1.jpg|600px|thumb|none|A "Mariposa Lily Order" marksman with the rifle. Certain long rifles seem to cause the suspect's hands to glitch out like this.]]<br />
<br />
===M24 Sniper Weapon System ===<br />
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name "USED MARKSMAN RIFLE", and can only be found in the "Brisa Cove" level. The in-game model features a Harris bipod.<br />
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]<br />
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]<br />
<br />
==Machine Guns==<br />
===M249 Para===<br />
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the "M249", and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the "Brisa Cove" level.<br />
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]<br />
[[File:RoN M249para 01.jpg|600px|thumb|none|A member of the "Left Behind" with the M249 Para.]]<br />
[[File:RoN M249para 02.jpg|600px|thumb|none|Closeup of the stock on one used by another terrorist.]]<br />
[[File:RoN M249para 03.jpg|600px|thumb|none|Yet another terrorist with one, this one attempting to eat the rear sight. The proximity of the weapon to his face while aiming might have to do with the programming for NPC aiming usually being for weapons with longer stocks.]]<br />
<br />
===RPD===<br />
The [[RPD]] appears in ''Ready or Not'' simply as the "RPD" and is used by various high-level suspects.<br />
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]<br />
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]<br />
[[File:Ronrpd 1.jpg|thumb|none|600px|A member of 'The Hand" with the RPD.]]<br />
<br />
==Other== <br />
===RGD-5 Fragmentation Grenade===<br />
The [[RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects. The grenade is also used for the improvised explosives created by the school shooters in the level "Elephant".<br />
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]<br />
[[File:Ronrgd-5 1.jpg|thumb|none|600px|A closer view of the grenade.]]<br />
[[File:RoN RGD Bomb.jpg|thumb|none|600px|The aerosol canister and grenade combo attached to a propane tank and what appears to be a block of C4.]]<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Crime]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&diff=1637465Call of Duty: Modern Warfare III (2023)2023-12-23T16:01:54Z<p>Fine cuisine: /* "Burrow 500" */ these are not the FN40GL animations</p>
<hr />
<div>{{WIP}}<br />
<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare III''<br />
|picture=MwIII-2023.jpg<br />
|caption=''Official Box Art''<br />
|date=November 10, 2023<br />
|developer=Sledgehammer Games<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PlayStation 4<br>PlayStation 5<br>Xbox One<br>Xbox Series X/S<br>PC<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.<br />
<br />
Replacing the Special Ops (and by extension, DMZ) mode from its prequel, ''Modern Warfare III'' is the first ''Modern Warfare'' series game to feature Zombies as one of its playable modes developed by Treyarch.<br />
<br />
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare III}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
''Modern Warfare III'' continues using the Gunsmith system as a way to customize weapons in multiplayer modes, and follow the same weapon categories as its predecessor. New weapons are unlocked by leveling up, though the "Weapon Platform" system introduced in ''MWII'' cannot unlock variants of other weapons of the same family available in the game (only a limited selection of platform-specific attachments). <br />
<br />
Reaching level 25 unlocks various Armory Challenges (also known as the Armory Unlock system) which allows the player to choose a weapon they want to unlock and complete a specific amount of daily challenges (from 2 to 8 challenges) in order to unlock the weapon in question, winning matches also counts towards daily challenge progression. Reaching level 55 allows the player to unlock most weapons from ''MWII'' by completing those challenges. As with DMZ, the Zombies mode allows the player to extract weapons and unlock them if they haven't owned it for free.<br />
<br />
=Handguns=<br />
==Beretta 92FS==<br />
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the "Renetti". Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the "Raffica" in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.<br />
<br />
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]<br />
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]<br />
[[File:MWIII-Renetti.jpg|thumb|none|600px|The "Renetti" in an official render. Note the strange Glock-style double trigger.]]<br />
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic "Condition 3 Draw" when equipping the pistol.]]<br />
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]<br />
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]<br />
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated (while seemingly avoiding hitting the hammer).]]<br />
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]<br />
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently "Silverfield Ordinance", the same one as MW19's Renetti based on the M9A3.)]]<br />
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]<br />
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the "fast hands" reload.]]<br />
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]<br />
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A "Renetti" mocked up to resemble the 93R.]]<br />
<br />
===CAA RONI===<br />
Using the "JAK Ferocity Carbine Kit" places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.<br />
<br />
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]<br />
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The "JAK Ferocity Carbine" conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]<br />
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]<br />
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]<br />
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on "Terminal".]]<br />
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]<br />
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]<br />
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]<br />
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]<br />
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a "Fast Hands" tactical reload (the perk now being integrated with the "Gunner Vest" or the "Mag Holster" gear). As such it may be referred to by one of these three names throughout the article.]]<br />
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the "Fast Hands" reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]<br />
<br />
==Glock 21C==<br />
The [[Glock 21]] appears under the name "COR-45". This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).<br />
<br />
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.<br />
<br />
The "XRK Pyre-9 Heavy Long Barrel" gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.<br />
<br />
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]<br />
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]<br />
[[File:MWIII-COR45.jpg|thumb|none|600px|The "COR-45", aka the "Cor blimey that's a terrible Glock".]]<br />
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]<br />
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]<br />
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]<br />
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]<br />
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]<br />
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]<br />
[[File:MWIII G40 3rdc.jpg|thumb|none|600px|Operator Izzy with the Glock. The sights are incorrectly in the spot they were on the standard slide, instead of moved to the front of the slide. Note the threaded barrel.]]<br />
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.]]<br />
<br />
===Glock 21C (in carbine conversion kit)===<br />
Using the "XRK IP-V2 Conversion Barrel" places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the "XTEN TX-12 Handstop", the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.<br />
<br />
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]<br />
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The "XRK IP-V2" conversion of the "COR-45".]]<br />
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]<br />
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on "Estate".]]<br />
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]<br />
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]<br />
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]<br />
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]<br />
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the "Fast Hands" reload.]]<br />
<br />
==RSh-12==<br />
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the "TYR", the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the "Oden" (an alternate spelling of "Wōden", the Old English spelling of the name "Odin"). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.<br />
<br />
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]<br />
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]<br />
[[File:MWIII-Tyr.jpg|thumb|none|600px|The "TYR" in an official render. Note the significant differences between this weapon and the real one.]]<br />
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]<br />
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]<br />
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]<br />
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&W Model 500 from the previous game.]]<br />
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]<br />
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]<br />
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]<br />
<br />
===MTs-569===<br />
Using the "ZIU-16 Heavy Long Barrel" and the "ZLR Strelk Stock" converts the weapon into an approximation of the MTs-569 revolver carbine.<br />
<br />
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]<br />
[[File:MWIII MTS569.jpg|thumb|none|600px|The "TYR" with said modifications.]]<br />
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]<br />
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the "fast hands" reload.]]<br />
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]<br />
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]<br />
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]<br />
<br />
=Submachine Guns=<br />
<br />
==Beretta PMX==<br />
The [[Beretta PMX]] will be added in Mid-Season 1 as the "HRM-9".<br />
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]<br />
<br />
==Custom 9mm AR-15==<br />
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#"M4"|"M4"]] appears as the "AMR9", which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10"), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.<br />
<br />
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).<br />
<br />
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]<br />
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm NATO]]<br />
[[File:MWIII-AMR9.jpg|thumb|none|600px|The "AMR9" in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]<br />
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator "Blueprint" holds her 9mm AR on the legendary Rust.]]<br />
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]<br />
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]<br />
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]<br />
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]<br />
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]<br />
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]<br />
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the "Mag Holster" equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for "Operation 627" referred to it by its real name, "Scorpion Evo 3", however it has been changed to "Rival-9" which is then retained in the final game.<br />
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]] <br />
[[File:MWIII-Rival9.jpg|thumb|none|600px|The "Rival-9" in an official render.]] <br />
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on "Favela".]]<br />
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]<br />
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]<br />
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Tactically reloading after firing off some rounds into the nearby homes.]] <br />
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]<br />
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]<br />
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the "Fast Hands" reload.]]<br />
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]<br />
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the "Rival-C Clearshot Barrel" gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]<br />
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm Parabellum]] <br />
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm Parabellum]]<br />
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the "Rival IGS-800 Barrel" gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]<br />
===CZ Scorpion Evo 3 S1 Carbine===<br />
Added in Season 1, the "JAK Headhunter Carbine Kit" gives the weapon a 16" barrel with a large muzzle brake (though the latter can be swapped for other muzzle devices) and a Manticore Arms-esque M-LOK handguard (albeit with a gap under the top rail reminiscent of the [[Heckler & Koch G36C]]'s carrying handle), along with the same 3D-printed/carbon-fiber appearance as the other JAK conversions; gameplay-wise, it improves the weapon's range, muzzle velocity, controllability, and damage at the cost of handling, and swaps its full-auto fire mode for 3-round burst (despite the fire selector remaining in the same position).<br />
<br />
Interestingly, this particular conversion has more real-world basis than any other in the game: there is an actual 3D-printable Scorpion Evo 3 file package available, the AWCY? Scz0rpion EVO, which can include M-LOK handguards of varying lengths; at least one version was built into a select-fire SMG (legally, by a registered SOT) using a factory S/1/3/A trigger pack, though no known examples are restricted to burst fire exclusively (whatever "known" means in the context of home-manufacturable firearms).<br />
[[File:Scorpion evo 3 15 cal.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine (early model) with Manticore Arms 15" M-LOK handguard - 9x19mm Parabellum]]<br />
<br />
==Heckler & Koch UMP45==<br />
A stylized [[Heckler & Koch UMP45]] appears as the "Striker". It reuses the model of the "Undertaker" blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with Picatinny rails - .45 ACP]]<br />
[[File:MWIII-Striker45.jpg|thumb|none|600px|The "Striker" in an official render.]]<br />
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the "Striker". Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]<br />
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann & Meer'' text on the side, the in-universe analogue to Heckler & Koch.]]<br />
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]<br />
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]<br />
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized "Squad 404" inspired UMP45. When using the "Gunner Vest" or "Mag Holster" gear, the operator simply thumbs the bolt release instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]<br />
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]<br />
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC with Picatinny rails - .45 ACP]]<br />
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]<br />
<br />
==IMI Uzi==<br />
The [[IMI Uzi]] appears as the "WSP-9". It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.<br />
<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]<br />
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]<br />
[[File:MWIII-WSP9.jpg|thumb|none|600px|The "WSP-9". Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard & grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]<br />
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]<br />
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]<br />
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]<br />
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]<br />
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]<br />
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]<br />
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]<br />
<br />
===IMI Uzi (.45 ACP)===<br />
Using the "Broodmother .45 Kit" attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.<br />
<br />
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]<br />
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The "Broodmother .45" conversion of the "WSP-9". The wood stock is slightly stylized.]]<br />
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]<br />
<br />
==IMI Micro Uzi==<br />
The [[IMI Micro Uzi]] appears in the handgun class as the "WSP Stinger".<br />
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]<br />
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The "WSP Stinger" in an official image.]]<br />
[[File:Microuziextendedstock.jpg|thumb|none|450px|IMI Micro Uzi with stock extended - 9x19mm]]<br />
[[File:MWIII MicroUzi stockc.jpg|thumb|none|600px|The "WSP Stinger" fitted with the folding "Rampart-IV" stock.]]<br />
[[File:MWIII MicroUzi 01 equip.jpg|thumb|none|600px|Operator "Doc" chambering the Micro Uzi with her left hand when first equipping it.]]<br />
[[File:MWIII MicroUzi 02 Equip.jpg|thumb|none|600px|When using the "Rampart-IV" stock, the operator instead unfolds the stock with their left hand.]]<br />
[[File:MWIII MicroUzi 03 idle.jpg|thumb|none|600px|Idle with the Uzi, holding it in a low-centered-tilted position like most of the pistols across the ''Modern Warfare'' reboot series.]]<br />
[[File:MWIII MicroUzi 04 sights.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII MicroUzi 05 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]<br />
[[File:MWIII MicroUzi 06 reload2.jpg|thumb|none|600px|Cocking the bolt on empty. Due to a bug or developer oversight, the barrel has a bullet in the chamber.]]<br />
[[File:MWIII MicroUzi 07 equip.jpg|thumb|none|600px|The operator flicking the safeties off two Micro Uzis when first equipping them.]]<br />
[[File:MWIII MicroUzi 08 idle.jpg|thumb|none|600px|Idle with the SMGs. They can be fitted with the folding stock options even in this form.]]<br />
[[File:MWIII MicroUzi 09 reload.jpg|thumb|none|600px|Stylishly dumping the empty magazines by tossing the Uzis upward and catching them on their magazine releases.]]<br />
[[File:MWIII MicroUzi 10 akimboc.jpg|thumb|none|600px|"Doc" with the two SMGs. Note due to a bug her left hand is positioned as if she was holding a long rifle.]]<br />
<br />
==IWI Uzi Pro==<br />
The [[IWI Uzi Pro]] appears as the "WSP Swarm". Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail.<br />
<br />
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]<br />
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The "WSP Swarm" in an official image.]]<br />
[[File:MWIII UziPro 01 equip.jpg|thumb|none|600px|Chambering the SMG when first equipping it.]]<br />
[[File:MWIII UziPro 02 idle.jpg|thumb|none|600px|Holding the Uzi Pro.]]<br />
[[File:MWIII UziPro 03 aim.jpg|thumb|none|600px|The rear sight is quite low while aiming. This somewhat similar to the low rear sight of the [[Mini Uzi]] in ''[[Call of Duty 4: Modern Warfare]]''.]]<br />
[[File:MWIII UziPro 04 reload1.jpg|thumb|none|600px|Changing the magazine. Unlike the other two Uzi variants, the operator uses a conventional reload technique for the tactical reload.]]<br />
[[File:MWIII UziPro 05 reload2.jpg|thumb|none|600px|Cocking the side mounted charging handle on empty.]]<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]<br />
[[File:MWIII UziPro 06 akimbo1.jpg|thumb|none|600px|Pretending to flick the safeties off when first equipping the dual Uzi Pros. Unlike the Micro Uzi, the selectors are not animated so the player character simply moves their fingers over selectors already set to fire.]]<br />
[[File:MWIII UziPro 07 akimbo2.jpg|thumb|none|600px|Amusingly, optics can still be mounted on the weapons despite there being no way in-game to use them. Note the barrels have been customized to be shorter; the default barrel length and the shorter barrel options are somewhere in-between the real Uzi Pro barrel length.]]<br />
[[File:MWIII UziPro 08 akimbo3.jpg|thumb|none|600px|Dropping the magazines during an empty reload. Unfortunately there appears to only be a loaded magazine model. Note the "Hardened 9mm" rounds in the magazine.]]<br />
<br />
==LWRC SMG-45 (9mm conversion)==<br />
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the "Striker 9". Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann & Meer, the in-universe analogue to Heckler & Koch. Perhaps the weapon was originally intended to be a [[Heckler & Koch UMP|Heckler & Koch UMP9]] but was changed during production. <br />
<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File:MWIII-Striker9.jpg|thumb|none|600px|The "Striker 9" in an official image.]]<br />
[[File:MWIII SMG9 01 equip.jpg|thumb|none|600px|HK slapping the SMG when first equipping it.]]<br />
[[File:MWIII SMG9 02 idle.jpg|thumb|none|600px|Idle. Visually most of the gun remains the same as its SMG-45 incarnation in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare 2019'']]...]]<br />
[[File:MWIII SMG9 03 aim.jpg|thumb|none|600px|...including the Magpul MBUS Pro sights.]]<br />
[[File:MWIII SMG9 04 reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[File:MWIII SMG9 05 reload2.jpg|thumb|none|600px|Locking the charging handle back on empty...]]<br />
[[File:MWIII SMG9 06 reload3.jpg|thumb|none|600px|...and gently releasing it into battery after changing the magazine.]]<br />
[[File:MWIII SMG9 07 reload4.jpg|thumb|none|600px|About to thumb the bolt release for the "Fast Hands" reload.]]<br />
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]<br />
[[File:MWIII SMG9 stock.jpg|thumb|none|600px|Fitting the "Lachmann MK2 Light Stock" gives the SMG its proper stock, albeit slightly altered. This particular build is based on [[:File:LWRC SMG-45 2016.jpg|this image]].]]<br />
<br />
=Shotguns=<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] appears as the "Haymaker" (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]'') Unlike the weapon that was featured in ''MW2019'', it lacks the side-mounted grip. A customized version of the Origin-12 appears as the "Recon Haymaker", used by the Support Juggernaut.<br />
<br />
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The "Haymaker" in an official render.]]<br />
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]] <br />
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on "Estate".]] <br />
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]<br />
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]<br />
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]<br />
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the "Fast Hands" empty reload, operator uses their right index finger to release the bolt.]]<br />
<br />
==Remington 870==<br />
The "Lockwood 680" is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the "Model 680" from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the "FTAC Goliath XM250 Heavy Stock".<br />
<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]<br />
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The "Lockwood 680" in an official render.]]<br />
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]<br />
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]<br />
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]<br />
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]<br />
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]<br />
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the "fast hands" animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]<br />
<br />
=="Riveter"==<br />
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the "Riveter". It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the "M4 Platform ", most of the animations are shared with the "M4" from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the "Bruen Heavy Support Grip" with the "Kilo Short Barrel", the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).<br />
<br />
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]<br />
[[File:MWIII-Riveter.jpg|thumb|none|600px|The "Riveter" in an official render.]]<br />
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the "Riveter" on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]<br />
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the "AMR9".]]<br />
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]<br />
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the "tac-stance" to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]<br />
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]<br />
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]] <br />
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the "Fast Hands" reload, the operator thumbs the bolt release on empty instead.]]<br />
<br />
=Rifles=<br />
<br />
==AN-94/AK-74M hybrid==<br />
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the "SVA 545". The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of Season 1, the hyperburst fire mode is incorrectly listed as "semi-auto" mode, and removing the stock still uses the impossible "Iraqi reload" technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was aadded during Season 2 of ''MWII''. The animations for the rifle are all shared with the AK-105 from ''MWII''.<br />
<br />
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]<br />
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]<br />
[[File:SVA 545.jpg|thumb|none|600px|The "SVA 545" in an official image.]]<br />
[[File:MWIII sva 01 idle.jpg|thumb|none|600px|Andrei Nolan holds the hybrid rifle in a Konni training facility.]]<br />
[[File:MWIII sva 02 aim.jpg|thumb|none|600px|Using the flip-sights, which are slightly off-center due to the weapon sway.]]<br />
[[File:MWIII sva 03 reload2.jpg|thumb|none|600px|Using the Iraqi reload technique after emptying the magazine.]]<br />
[[File:MWIII sva 04 reload4.jpg|thumb|none|600px|Nolan uses his thumb to flick out the magazine for the "Fast Hands" reload instead. Note the "NT Quietus" integrated suppressor barrel modification, which removes the AN-94 barrel entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.]]<br />
[[File:MWIII sva 05 inspect1.jpg|thumb|none|600px|Checking the chamber...]]<br />
[[File:MWIII sva 06 inspect2.jpg|thumb|none|600px|...and again after running dry.]]<br />
<br />
==Bushmaster ACR==<br />
A [[Bushmaster ACR]] with tan furniture appears in-game as the "MCW". The weapon can be converted to fire .300 AAC Blackout ammunition by using the "JAK Raven Kit".<br />
<br />
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]<br />
[[File:MCW.jpg|thumb|none|600px|The "MCW".]]<br />
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]<br />
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]<br />
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]<br />
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]<br />
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]<br />
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]<br />
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the "Mag Holster" or "Gunner Vest" equipment, the bolt release is used instead.]]<br />
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The "JAK Raven" conversion of the "MCW"; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]<br />
<br />
==Bushmaster ACR (.450 Bushmaster)==<br />
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the "Sidewinder". In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to ".450 Huntsman" in the final release. Similarly to the "FTac Recon" introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.<br />
<br />
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]<br />
[[File:Mw3 acr450.jpg|thumb|none|600px|An official image of the left side view of the ACR in .450]]<br />
[[File:MWIII BushACR450.jpg|thumb|none|600px|A "Sidewinder" in-game modified to resemble the ACR in the above image.]]<br />
[[File:MWIII ACR450 01 idle.jpg|thumb|none|600px|The .450 ACR out on Rust.]]<br />
[[File:MWIII ACR450 02 aim.jpg|thumb|none|600px|Aiming. The flip sights are identical to the other two models, with the only differences being how close the player's perspective is to the rear sight.]]<br />
[[File:MWIII ACR450 03 inspect.jpg|thumb|none|600px|Checking the load in an animation similar to the equip one. The topmost round appears to clip into the barrel.]]<br />
[[File:MWIII ACR450 04 reload1.jpg|thumb|none|600px|Changing magazines.]]<br />
[[File:MWIII ACR450 05 reload1.jpg|thumb|none|600px|Flicking out the spent magazine on empty...]]<br />
[[File:MWIII ACR450 06 reload2.jpg|thumb|none|600px|...and tugging the charging handle after loading a new one.]]<br />
[[File:MWIII ACR450 07 reload3.jpg|thumb|none|600px|The operator about to (incorrectly) push the bolt release up. The real ACR bolt release is pushed down when releasing the bolt; moving the bolt release upwards locks the bolt in place. Note that the operators' thumb clips into the button for a very brief moment before the bolt gets pushed (this is more noticeable when using a character with gloves).]]<br />
<br />
==Bushmaster ACR DMR==<br />
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the "MCW 6.8". The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to "6.8 Wrath", which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.<br />
<br />
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR). In both cases, the fire selector is set to full-auto.<br />
<br />
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]<br />
[[File:MWIII-MCW68.jpg|thumb|none|600px|The "MCW 6.8". Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as "6.8 Wrath".]]<br />
[[File:MWIII ACRDMR 01 equip.jpg|thumb|none|600px|Checking the chamber when first equipping/when inspecting the ACR DMR.]]<br />
[[File:MWIII ACRDMR 02 idle.jpg|thumb|none|600px|Holding the rifle in front of a fazenda.]]<br />
[[File:MWIII ACRDMR 03 aim.jpg|thumb|none|600px|Using the flip-sights.]]<br />
[[File:MWIII ACRDMR 04 reload1.jpg|thumb|none|600px|Chamging the small magazines which somehow contain 20 rounds of 6.8x51mm.]]<br />
[[File:MWIII ACRDMR 05 reload2.jpg|thumb|none|600px|Loading a new magazine from empty (note the dropped bolt release, which unlike the other two ACR iterations isn't used for the "Fast Hands" reload).]]<br />
[[File:MWIII ACRDMR 06 reload3.jpg|thumb|none|600px|Pulling the folding charging handle. When using a scope, the operator's hand will sometimes clip into the side of the scope.]]<br />
<br />
==CZ 805 BREN A2==<br />
The [[CZ 805 BREN A2]] appears as the "MTZ-556". It has a fictional gas plug by default, but most barrel attachments (notably the "MTZ Natter Barrel" with a similar length to the base weapon) give it a correct CZ 805's gas plug. The "MTZ Skeletal Folding Stock" attachment is reminiscent of the early stock of the 1st gen CZ 805.<br />
If the player has a "Mag Holster" equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.<br />
<br />
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.<br />
<br />
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]<br />
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The "MTZ-556" in an official image.]]<br />
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the "MTZ" platform.]]<br />
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a "MTX-556".]]<br />
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]<br />
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]<br />
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]<br />
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]<br />
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]<br />
<br />
===CZ 805 BREN A1===<br />
The "MTZ Clinch Pro Barrel" turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].<br />
<br />
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]<br />
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]<br />
<br />
==CZ BREN 2 BR==<br />
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the "MTZ-762". It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.<br />
<br />
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]<br />
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The "MTZ-762" in an official image.]]<br />
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]<br />
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]<br />
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]<br />
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]<br />
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the "fast hands" reload.]]<br />
<br />
===CZ BREN 2===<br />
The "JAK Heretic Carbine Kit" converts it into a [[CZ BREN 2]] in 7.62x39mm.<br />
<br />
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9" barrel - 7.62x39mm]]<br />
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The "JAK Heretic Carbine" conversion of the "MTZ-762", which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]<br />
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]<br />
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]<br />
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]<br />
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the "fast hands" empty reload.]]<br />
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]<br />
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14" barrel - 7.62x39mm]]<br />
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]<br />
<br />
==CZ BREN 2 DMR==<br />
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the "MTZ Interceptor". By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.<br />
<br />
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]<br />
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The "MTZ Interceptor" in an official image.]]<br />
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized "Interceptor", built to resemble a stock BREN 2 DMR.]]<br />
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|The Bren 2 DMR in-game on Quarry.]]<br />
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]<br />
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]<br />
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]<br />
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the "fast hands" reload.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] appears as the "FR 5.56", returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block. As with many FAMAS iterations in ''Call of Duty'', it primarily fires in bursts. Unlike in ''MW2019'', the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from ''MWII''.<br />
<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]<br />
[[File:MWIII FAMASF1 01 equip.jpg|thumb|none|600px|Chamber checking when first equipping the FAMAS. This is identical to the one in ''MW2019'', and this animation is also used when inspecting the rifle.]]<br />
[[File:MWIII FAMASF1 02 idle.jpg|thumb|none|600px|The FAMAS in multiplayer, on Karachi. Note the cut down carry handle, which has removed the protective siding for the iron sights.]]<br />
[[File:MWIII FAMASF1 03 aim.jpg|thumb|none|600px|The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.]]<br />
[[File:MWIII FAMASF1 04 selector.jpg|thumb|none|600px|Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.]]<br />
[[File:MWIII FAMASF1 05 reload1.jpg|thumb|none|600px|Changing magazines during a tactical reload.]]<br />
[[File:MWIII FAMASF1 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty during the "Fast Hands" empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation. Note the rail now stops before the front and rear iron sight, unlike in ''MW2019'', where the whole top of the rifle was railed.]]<br />
[[File:MWIII FAMASF1 07 empty.jpg|thumb|none|600px|Checking the empty chamber.]]<br />
[[File:MWIII FAMAS F1 FAMAS Valorise.jpg|thumb|none|600px|Pham Lan Minh with a FAMAS F1 and [[FAMAS Valorisé]].]]<br />
<br />
==FN SCAR-H (modified)==<br />
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the "TAQ Eradicator". It was added in an update on 29 November 2023. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. <br />
<br />
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the "TAQ-V"). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different "Tactique Verte" weapon family variants. <br />
<br />
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The "TAQ Eradicator" in an official render.]]<br />
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]<br />
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]<br />
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the "fast hands" reload.]]<br />
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]<br />
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]<br />
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]<br />
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]<br />
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]<br />
<br />
==Heckler & Koch G36==<br />
A [[Heckler & Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the "Holger 556". Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.<br />
<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]<br />
[[File:MWIII-Holger556.jpg|thumb|none|600px|The "Holger 556" in an official image.]]<br />
[[File:MWIII G36 01 idle.jpg|thumb|none|600px|Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the [https://www.camopedia.org/index.php/Greece lizard pattern] used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.]]<br />
[[File:MWIII G36 02 aim.jpg|thumb|none|600px|Using the iron sights. These sights are shared across the in-game "Holger" weapon family.]]<br />
[[File:MWIII G36 03 reload1.jpg|thumb|none|600px|About to insert a new magazine while retaining the old one.]]<br />
[[File:MWIII G36 04 reload2.jpg|thumb|none|600px|Cahmbering the G36 on empty. This is also the equip animation.]]<br />
[[File:MWIII G36 05 inspect1.jpg|thumb|none|600px|Inspecting the rifle with a full magazine and chambered round...]]<br />
[[File:MWIII G36 06 inspect2.jpg|thumb|none|600px|...and inspecting an empty rifle/magazine.]]<br />
<br />
===Heckler & Koch G36C===<br />
The Holger 556 can be converted into a [[Heckler & Koch G36C]].<br />
<br />
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]<br />
[[File:MWIII G36C.jpg|thumb|none|600px|A "Holger 556" with the alternate barrel.]]<br />
<br />
==Heckler & Koch G36K==<br />
A [[Heckler & Koch G36K]] with a G36C carry handle appears in the light machine gun class as the "Holger 26", using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.<br />
<br />
[[File:HKG36KR.jpg|thumb|none|450px|Heckler & Koch G36KV with G36C carry handle - 5.56x45mm]]<br />
[[File:MWIII-Holger26.jpg|thumb|none|600px|The "Holger 26" in an official image.]]<br />
<br />
===Heckler & Koch MG36===<br />
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true [[MG36]] build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.<br />
<br />
[[File:MG36.jpg|thumb|none|450px|Heckler & Koch MG36 - 5.56x45mm]]<br />
[[File:MWIII MG36.jpg|thumb|none|600px|The modified "Holger 26" in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.]]<br />
[[File:MWIII MG36 01 equip.jpg|thumb|none|600px|Johnny MacTavish chambers the rifle during the equip animation.]]<br />
[[File:MWIII MG36 02 idle.jpg|thumb|none|600px|Holding the German machine gun in the Afghan heat.]]<br />
[[File:MWIII MG36 03 integratedoptic.jpg|thumb|none|600px|Looking through the integrated red dot sight.]]<br />
[[File:MWIII MG36 04 inspect1.jpg|thumb|none|600px|Checking the Beta C-Mag...]]<br />
[[File:MWIII MG36 05 inspect2.jpg|thumb|none|600px|...and then the right side of the gun.]]<br />
[[File:MWIII MG36 06 reload1.jpg|thumb|none|600px|Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.]]<br />
[[File:MWIII MG36 07 reload2.jpg|thumb|none|600px|Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.]]<br />
<br />
==Heckler & Koch SL8==<br />
The [[Heckler & Koch SL8]] is available in the marksman rifle class as the "DM56".<br />
<br />
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler & Koch SL8-4 - 5.56x45mm]]<br />
[[File:MWIII-DM56.jpg|thumb|none|600px|The "DM56" in an official image.]]<br />
[[File:MWIII SL8 01 equip.jpg|thumb|none|600px|Equipping the SL8.]]<br />
[[File:MWIII SL8 02 idle.jpg|thumb|none|600px|Frustrated by yet another workplace pizza party, "Byline" brings her SL8 to work.]]<br />
[[File:MWIII SL8 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII SL8 04 reload1.jpg|thumb|none|600px|Reloading (tactically).]]<br />
[[File:MWIII SL8 05 reload2.jpg|thumb|none|600px|A similar animation is used for the empty reload, but with the operator flinging the used magazine away.]]<br />
[[File:MWIII SL8 06 reload3.jpg|thumb|none|600px|Tugging the folding charging handle on empty.]]<br />
[[File:MWIII SL8 07 reload4.jpg|thumb|none|600px|Using her thumb to chamber the rifle during the "Fast Hands" empty reload.]]<br />
<br />
==IWI Tavor CTAR-21==<br />
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the "RAM-7".<br />
<br />
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]<br />
[[File:MWIII-S1-BATTLEPASS-RAM7.jpg|thumb|none|600px|An official image of the "RAM-7".]]<br />
[[File:MWIIICTAR01equip.jpg|thumb|none|600px|Charging the Tavor upon spawning in.]]<br />
[[File:MWIIICTAR02idle.jpg|thumb|none|600px|Idle with the CTAR-21 in Mykonos, Greece, hoping that his wife won't find out.]]<br />
[[File:MWIIICTAR03aim.jpg|thumb|none|600px|The iron sights are seemingly the same as its counterpart in ''Modern Warfare 2019''.]]<br />
[[File:MWIIICTAR04inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIIICTAR05reload1.jpg|thumb|none|600px|Performing a tactical reload.]]<br />
[[File:MWIIICTAR06reload2.jpg|thumb|none|600px|Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...]]<br />
[[File:MWIIICTAR07reload3.jpg|thumb|none|600px|...and pulling the charging handle after swapping the magazines.]]<br />
[[File:MWIIICTAR08reload4.jpg|thumb|none|600px|Using the bolt release for the "Fast Hands" reloads.]]<br />
<br />
==QBZ-97==<br />
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the "DG-56" (originally "DG-58", but renamed following the release of Season 1). Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.<br />
<br />
Price inexplicably starts with a "DG-56" in the "Countdown" section of the mission "Trojan Horse". Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.<br />
<br />
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]<br />
[[File:MWIII-DG58.jpg|thumb|none|600px|The DG-56 in an official render, known as the "DG-58" back then. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]<br />
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]<br />
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]<br />
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text "钢之龙 (Steel Dragon) Defense Groups" written on it. One can assume the "DG" in "DG-56" stands for "Defense Groups". The serial number has "97" in the text, possibly alluding to the real rifle.]]<br />
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]<br />
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]<br />
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the "Gunner Vest" faster reload, the animations from the QJB-95-1 empty reload are used.]]<br />
<br />
===QBZ-97B / QBZ-95B-1 hybrid===<br />
Attaching the "DG-58 Micro Barrel" barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.<br />
<br />
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]<br />
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]<br />
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-56 rifles with the "DG-58 Micro Barrel" attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]<br />
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]<br />
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]<br />
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]<br />
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]<br />
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]<br />
<br />
==SIG-Sauer MCX-SPEAR==<br />
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the "BAS-B". It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life ".277 Fury" instead of the aforementioned "6.8 Wrath"; it has been changed to simply ".277" in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the "Bruen Harmonic Suppressor L".<br />
<br />
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13" barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]<br />
[[File:MWIII-BASB.jpg|thumb|none|600px|The "BAS-B" in an official render.]]<br />
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]<br />
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]<br />
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]<br />
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]<br />
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]<br />
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]<br />
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]<br />
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the pound the bolt release like it owes him money during the empty "fast hands" reload. Note the SLX suppressor attached, in-game referred to as the "Harmonic" suppressor.]]<br />
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]<br />
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9" barrel]]<br />
[[File:MWIII BAS9in.jpg|thumb|none|600px|The "BAS-B" modified to resemble it with the 9" “Wyvern” barrel and "HUL-BREACH" muzzle device.]]<br />
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20" barrel - 6.5mm Creedmoor]]<br />
[[File:MWIII BAS20in.jpg|thumb|none|600px|The "BAS-B" modified to resemble it with the "Venom" barrel, "TREAD-40" muzzle device, "Flash 8" stock and "TX4 HAVOC" scope.]]<br />
<br />
=Sniper Rifles=<br />
==Bolt-action AK==<br />
A bolt-action [[AK]] rifle appears as the "Longbow", fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the "Longbow" functions in-game. The "Pro-99 Long Barrel" gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the "Tac-Brute Suppressed Barrel" gives the rifle an integrated suppressor, similar in idea to the GOPAK.<br />
<br />
[[File:MWIII-Longbow.jpg|thumb|none|600px|The "Longbow" in an official image. The barrel is relocated to where an AK's gas system would be, which raises the question of how it still manages to feed rounds from regular AK magazines that seat below the new turnbolt chamber.]]<br />
[[File:MWIII boltak 01 equip.jpg|thumb|none|600px|Chambering the turnbolt AK when first equipping it.]]<br />
[[File:MWIII boltak 02 idle.jpg|thumb|none|600px|Holding the "Longbow" in a bunker.]]<br />
[[File:MWIII boltak 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII boltak 04 chamber.jpg|thumb|none|600px|Using the very fast straight pull bolt. A customization option exists for an even faster bolt.]]<br />
[[File:MWIII boltak 05 reload2.jpg|thumb|none|600px|Kicking out the empty 30 round magazine with another. Both the standard and empty reloads are similar to the ''MWII'' AK-103.]]<br />
[[File:MWIII boltak 06 reload3.jpg|thumb|none|600px|Chambering the rifle.]]<br />
[[File:MWIII boltak 07 reload5.jpg|thumb|none|600px|Pulling the bolt during the "Fast Hands" empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the "Pro 99-Long Barrel".]]<br />
<br />
==Cadex Defence CDX-50 TREMOR==<br />
The [[Cadex Defence CDX-50 TREMOR]] was added in Season 1 as the "XRK Stalker".<br />
<br />
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]<br />
[[File:MWIII-S1-BATTLEPASS-XRKSTALKER.jpg|thumb|none|600px|An official image of the "XRK Stalker".]]<br />
[[File:MWIII CDX50 01 idle.jpg|thumb|none|600px|Idle at a black site with the CDX-50.]]<br />
[[File:MWIII CDX50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII CDX50 03 bolt1.jpg|thumb|none|600px|The bolt all the way to the rear while the operator cycles it.]]<br />
[[File:MWIII CDX50 04 bolt2.jpg|thumb|none|600px|Cycling the bolt with the fast bolt.]]<br />
[[File:MWIII CDX50 05 reload1.jpg|thumb|none|600px|About to unlock the bolt during the empty reload. Note the dropped firing pin.]]<br />
[[File:MWIII CDX50 06 reload2.jpg|thumb|none|600px|Tossing an "empty" magazine for the "Fast Hands" reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.]]<br />
[[File:MWIII CDX50 07 reload3.jpg|thumb|none|600px|Closing the bolt.]]<br />
[[File:MWIII CDX50 extra.jpg|thumb|none|600px|Note that empty cases don't have their primers struck.]]<br />
<br />
==Chukavin SVCh-8.6==<br />
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the "KV Inhibitor". It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the "Kas-Dworf Heavy Long Barrel" attachment approximates the real SVCh-8.6's barrel length.<br />
<br />
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]<br />
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The "KV Inhibitor" in an official render.]]<br />
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]<br />
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]<br />
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the "fast hands" reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]<br />
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]<br />
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]<br />
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]<br />
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]<br />
<br />
==Kalashnikov SVK==<br />
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the "KVD Enforcer", chambered in 7.62x54mmR.<br />
<br />
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]<br />
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The "KVD Enforcer" in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]<br />
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]<br />
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&G MAD inspired sight at some rock textures that didn't properly load in.]]<br />
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]<br />
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The "fast hands" reload is much the same.]]<br />
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the "empty" magazine. A strange oversight given the SVCh has an empty magazine model.]]<br />
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]<br />
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]<br />
<br />
==Steyr HS .50-M1==<br />
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the "KATT-AMR". The default scope uses the iconic scope_overlay_m40a3 reticle.<br />
<br />
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]<br />
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The "KATT-AMR" in an official image.]]<br />
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator "Alpine" holding the Steyr HS .50 in Derailed's winter wonderland.]] <br />
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]] <br />
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]<br />
[[File:MWIIIHS50bolt.jpg|thumb|none|600px|An alternate animation for working the bolt when using the faster bolt option.]]<br />
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]] <br />
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty "Fast Hands" reload. Note the "Tempus Aura Heavy Barrel" barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]<br />
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]] <br />
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]<br />
<br />
=Machine Guns=<br />
<br />
==FN EVOLYS==<br />
A stylized [[FN EVOLYS]] is scheduled to be added in Mid-Season 1 as the "TAQ Evolvere".<br />
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the "Bruen Mk9". Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. By default the pistol grip has stippled grip tape, but it can be removed with the "Stippled Grip Cover" attachment, which apparently covers the tape, even though it just removes the modification.<br />
<br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi 5.56 Mk3 - 5.56x45mm NATO]]<br />
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi in an official image.]]<br />
[[File:MWIII M249 01 equip.jpg|thumb|none|600px|Equipping the Minimi/M249 with the carry handle, much like the iteration in ''MW2019''. This is followed by racking the charging handle.]]<br />
[[File:MWIII M249 02 idle.jpg|thumb|none|600px|Idle with the machine gun.]]<br />
[[File:MWIII M249 03 irons.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII M249 03a inspect1.jpg|thumb|none|600px|Right side of the MG.]]<br />
[[File:MWIII M249 03b inspect2.jpg|thumb|none|600px|Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.]]<br />
[[File:MWIII M249 04 reload1.jpg|thumb|none|600px|Racking the charging handle at the start of the empty reload...]]<br />
[[File:MWIII M249 05 reload3.jpg|thumb|none|600px|...attaching a new 100-round cloth bag...]]<br />
[[File:MWIII M249 06 reload4.jpg|thumb|none|600px|...and pushing the loose links off the top of the feed tray with the new belt.]]<br />
[[File:MWIII M249 07 reload2.jpg|thumb|none|600px|Checking under the feed tray when reloading the 200-round box.]]<br />
[[File:Norinco CS LM8 LMG.jpg|thumb|none|450px|Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison]]<br />
[[File:MWIII M249quad.jpg|thumb|none|600px|The Minimi/M249 with 60-round quadstack magazine.]]<br />
[[File:MWIII M249quad 01 idle.jpg|thumb|none|600px|Ditto.]]<br />
[[File:MWIII M249quad 02.jpg|thumb|none|600px|Inspecting the magazine.]]<br />
[[File:MWIII M249quad 03.jpg|thumb|none|600px|Tossing the empty magazine...]]<br />
[[File:MWIII M249quad 04.jpg|thumb|none|600px|...and reaching under the machine gun to rack the charging handle after loading a new mag.]]<br />
[[File:M249E1.jpg|thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO]]<br />
[[File:MWIIIM249E1.jpg|thumb|none|600px|The weapon modified to look like the E1 in-game.]]<br />
[[File:FN Minimi 5.56 Mk3 Para.jpg|thumb|none|400px|FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO]]<br />
[[File:MWIIIM249Para.jpg|thumb|none|600px|The weapon modified to look like the Para in-game.]]<br />
[[File:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, ACOG scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]<br />
[[File:MWIIIM249RFIPara.jpg|thumb|none|600px|The weapon modified to look like the Para RFI in-game.]]<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]<br />
[[File:MWIIIM249MK46ish.jpg|thumb|none|600px|Much like in the original ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'', the M249 can be seen with a pseudo-RIS handguard of a [[Mk 46 Mod 0]].]]<br />
<br />
==PKP Pecheneg==<br />
The [[PKP Pecheneg]] appears as the "Pulemyot 762", with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.<br />
<br />
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. <br />
<br />
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]<br />
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]<br />
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]<br />
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The "Pulemyot 762" in an official render.]] <br />
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured "Ivanov Bluff Heavy Stock" gives the machine gun a stylized version of the 6P41 stock, while another option called the "Stovl Conqueror-V Stock" gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The "Reckoning-8 Heavy Barrel" gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The "Pulemyot Bipod", which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the "200-Round Belt" replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]<br />
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]<br />
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]<br />
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]<br />
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]<br />
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]<br />
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]<br />
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the "Fast Hands" reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]<br />
<br />
===PKP Pecheneg Bullpup===<br />
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the "JAK Annihilator Bullpup Kit". The reload animations are actually correct for a PK series machine gun in this conversion, as like with the "Fast Hands" reload, the operator now racks the bolt at the end of the process instead of in the beginning. <br />
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]<br />
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The "JAK Annihilator" bullpup conversion of the "Pulemyot 762". As with several other "JAK" conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]] <br />
<br />
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]] <br />
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|"Zero" holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]<br />
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]<br />
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]] <br />
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]] <br />
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]<br />
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]<br />
<br />
==QJB-95-1==<br />
The [[QJB-95-1]] appears as the "DG-58 LSW". Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.<br />
<br />
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]<br />
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The "DG-58 LSW" in an official render. Much like the QBZ-97, it has the "Steel Dragon Defense Groups" logo on the left side. The right side has stylized text reading "天北 (Heavenly North / Northern Sky) Defense Groups", which might be a play on the "China North Industries Group" name (although the real weapon is manufactured by the China South Industries Group).]]<br />
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]<br />
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]<br />
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]<br />
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]<br />
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]<br />
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]<br />
<br />
===QBZ-95B-1 / QBZ-97B hybrid===<br />
The carbon-fiber/3D-printed "JAK Nightshade Rifle Kit" converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.<br />
<br />
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]<br />
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]<br />
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a "conversion" when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]<br />
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]<br />
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]<br />
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]<br />
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]<br />
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]<br />
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]<br />
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]<br />
<br />
=Launchers=<br />
=="Burrow 500"==<br />
A fictional, stylized sliding breech underbarrel grenade launcher appears as the "Burrow 500". It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN40GL]], most notably the fore. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the "Drill Charge" and reused the GP-25 like for the other AK family weapons.<br />
<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
[[File:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]<br />
[[File:MWIII Burrow 500 01.jpg|thumb|none|600px|The grenade launcher from ''Wish.com'' mounted on the AN-94n't.]]<br />
[[File:MWIII Burrow 500 02.jpg|thumb|none|600px|Other side and front.]]<br />
[[File:MWIII Burrow 500 03.jpg|thumb|none|600px|Idle with the launcher. It shares most of its animations with the M203 from ''MWII'', which itself are reused from the XM203 in ''MW19''.]]<br />
[[File:MWIII Burrow 500 04.jpg|thumb|none|600px|The rear appears to have a standalone stock mount.]]<br />
[[File:MWIII Burrow 500 05.jpg|thumb|none|600px|Checking the load. Note that since the animations are shared with the M203, the inspect animation is the same. This means that even after using all 40mm drill charges, the projectile can still be seen when inspecting. This is due to the rear section of the launcher barrel not being long enough to fully hide the projectile.]]<br />
[[File:MWIII Burrow 500 06.jpg|thumb|none|600px|Dumping a spent casing.]]<br />
[[File:MWIII Burrow 500 07.jpg|thumb|none|600px|Loading a new one.]]<br />
<br />
==Milkor AV-140 MSGL==<br />
The [[Milkor Mark 14|Milkor AV-140 MSGL]] returns from ''Modern Warfare II'', again called the "RGL-80". This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight.<br />
<br />
==QLG-91B==<br />
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name "TTL-GS 40".<br />
<br />
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]<br />
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]<br />
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]<br />
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]<br />
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]<br />
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]<br />
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]<br />
<br />
=Explosives=<br />
New and missing entries for explosives will be featured here, while ones returning from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' won't be included and instead can be found on that page.<br />
<br />
=="Thermobaric Grenade"==<br />
<br />
=="Scatter Mine" Hybrid Mine==<br />
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.<br />
<br />
=Other=<br />
=="Line Launcher" fictionalized REBS Standard Launcher==<br />
In the opening level, "Operation 627", Konni Group operatives use grapnel hook launchers to scale to the Zordaya Prison walls. These appear to have been inspired by the [https://helixoperations.com/Tactical/Products/Grapnel-Launchers/REBS-Standard-Launcher REBS Standard Launcher]. Note the brightness of the screenshots has been increased due to the lighting in the level being very dark.<br />
<br />
[[File:REBS Standard Launcher.jpg|thumb|none|450px|A REBS Standard Launcher without grapple hook]]<br />
[[File:MWIII LauncherG 01.jpg|thumb|none|600px|Konni frogmen with the launchers attached to their diver propulsion vehicles.]]<br />
[[File:MWIII LauncherG 02.jpg|thumb|none|600px|Ivan Alexxeve with his launcher. Note the unused picatinny rail on the top of the launcher. The text on the side has the text "<-18,81->", although it is unknown what it stands for.]]<br />
[[File:MWIII LauncherG 03.jpg|thumb|none|600px|Right side of the launcher. Note that the launcher is mirrored.]]<br />
[[File:MWIII LauncherG 04.jpg|thumb|none|600px|Andrei Nolan brings up his own launcher...]]<br />
[[File:MWIII LauncherG 05.jpg|thumb|none|600px|...and all three operatives fire their lines. They then use the fictional zipline ascenders which were first introduced in ''MW2019''.]]<br />
<br />
=="JAK Purifier" Underbarrel Flamethrower==<br />
A fictional underbarrel flamethrower appears as "JAK Purifier". While underbarrel flamethrowers such as the PulseFire or the XM-42X exists in real life, the JAK Purifier seems based on a fictional design.<br />
<br />
== Raytheon Silent Guardian ADS ==<br />
<br />
A fictionalized man-portable version of Raytheon's now-cancelled Silent Guardian Active Denial System, called the "Guardian-SC," can be chosen as a Scorestreak reward in multiplayer. It projects a microwave field which incapacitates and slows down, any player who enter.<br />
<br />
=="Stormender" Fictional Drone Gun/EMP Launcher==<br />
A fictional drone gun possibly based on a CERBAIR Chimera was added in Season 1 as the "Stormender." Unlike real drone guns which act as jammers and simply disable the drones, the Stormender fires a directional EMP which outright destroys drones, cruise missiles and certain electronics, detonate explosives while damaging and temporarily disabling others. The weapon has an infinite supply of electricity and never needs to be reloaded, but requires a short period to "recharge" between shots. It can somehow destroy enemy equipment such as Tac Insert flares and Munition Boxes (though not Decoys balloons), despite not being electronic. It cannot stop explosive drones summoned by the "Swarm" killstreak.<br />
<br />
This weapon cannot obviously practically kill players within (as it deals only a ''single'' point of damage), they will be affected by an EMP effect on the HUD. The "projectile" can pierce through solid objects.<br />
[[File:MWIII-S1-BATTLEPASS-STORMENDER.jpeg|thumb|none|600px|An official image of the "Stormender".]]<br />
[[File:MWIII Stormender front.jpg|thumb|none|600px|Closeup of the front of the launcher.]]<br />
[[File:MWIII Stormender 01 idle.jpg|thumb|none|600px|Holding the launcher.]]<br />
[[File:MWIII Stormender 02 aim.jpg|thumb|none|600px|Using the fictionalized Aimpoint T2 on the top to scan for enemy drones while guarding a Hind V. The optic cannot be changed and has a fictional reticule. Note the hair and dirt trapped inside the optic.]]<br />
[[File:MWIII Stormender 03 inspect.jpg|thumb|none|600px|Fiddling with one of the dials on top, which presumably controls the output.]]<br />
[[File:MWIII Stormender 04 shoot.jpg|thumb|none|600px|Attempting to cook a passing bird with the "Stormender". The "projectiles" fired by the launcher can reach the height of UAVs and "Cruise Missiles" instantaneously, though it cannot reach towards Advanced UAVs.]]<br />
<br />
=Mounted Weapons=<br />
==DShK==<br />
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]<br />
<br />
==Heckler & Koch GMG==<br />
The [[Heckler & Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.<br />
<br />
[[File:HKGMG.jpg|thumb|none|450px|Heckler & Koch GMG on tripod mount - 40x53mm]]<br />
<br />
=Unusable Weapons=<br />
==Kimber Custom TLE RL/II==<br />
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Talk:Ready_or_Not_(VG)&diff=1637459Talk:Ready or Not (VG)2023-12-23T15:05:12Z<p>Fine cuisine: </p>
<hr />
<div>=Cut/Old Content=<br />
<br />
==Heckler and Koch UMP45==<br />
The [[Heckler & Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&K Slap. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. <br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]]<br />
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a Vortex Venom red dot sight attached.]]<br />
[[File:RoN UMP menu.jpg|thumb|none|600px|The UMP in the weapon customization menu. This is from an older build of the game, where the weapon lacked a 3 o'clock rail.]]<br />
[[File:RoN UMP45 (1).jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP.]]<br />
[[File:RoN UMP idle.jpg|thumb|none|600px|The UMP45 in the shoothouse.]]<br />
[[File:RoN UMP ads.jpg|thumb|none|600px|Aiming the UMP.]]<br />
[[File:RoN UMP45 (2).jpg|thumb|none|600px|Checking the magazine.]]<br />
[[File:RoN UMP45 (3).jpg|thumb|none|600px|The reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]<br />
[[File:RoN UMP reload.jpg|thumb|none|600px|Pushing the bolt release on the empty reload.]]<br />
[[File:RoN UMP stockfold menu.jpg|thumb|none|600px|The UMP with its stock folded.]]<br />
[[File:RoN UMP stockfold idle.jpg|thumb|none|600px|Ditto, in hand.]]<br />
[[File:Ronump45 1.jpg|thumb|none|600px|A "Mindjot" security contractor with the UMP.]]<br />
[[File:Ronump45 2.jpg|thumb|none|600px|Firing on SWAT members. Note that while the first person model shows the fire selector moving, the world models will always be depicted on semi-auto (an exclusion which is understandable).]]<br />
[[File:Ronump45 3.jpg|thumb|none|600px|Blind firing.]]<br />
<br />
==Mk 18 Mod 0==<br />
[[File:RoN Mk18 gunbench.jpg|thumb|600px|none|The pre-Adam Mk 18 Mod 0 in the gun modification menu.]]<br />
[[File:RoN Mk18 gunbench custom.jpg|thumb|600px|none|Same as above image, here fitted with EOTech XPS3 holo sight, AN/PEQ-15 ATPIAL IR laser, SureFire SOCOM556 RC2 suppressor, KAC vertical grip, and Magpul PMAG with tan finish. Note that the PMAG clips through the front of the magwell.]]<br />
[[File:RoN Mk18 idle.jpg|thumb|600px|none|The Mk 18 Mod 0 in idle. The weapon model has an oddly stubby charging handle in comparison to the other ArmaLite pattern rifles in-game.]]<br />
[[File:RoN Mk18 ads.jpg|thumb|600px|none|Aiming down the sights.]]<br />
[[File:RoN Mk18 magcheck.jpg|thumb|600px|none|Checking the magazine.]]<br />
[[File:RoN Mk18 midload.jpg|thumb|600px|none|Tactical reload.]]<br />
<br />
==Mossberg 500 Cruiser==<br />
Before the 1.0 update, the "Breaching Shotgun" was a Mossberg 500 Cruiser. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.<br />
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]<br />
[[File:RoN Mossberg500 loadoutmenu.jpg|thumb|none|600px|The Mossberg 500 Cruiser in the loadout menu. Due to it being a "long tactical", it is not viewable in the modification menu.]]<br />
[[File:RoN M500C Breacher (1).jpg|thumb|none|600px|The M500 breacher equipped.]]<br />
[[File:RoN M500C Breacher (2).jpg|thumb|none|600px|Drawing the sight bead on a suspicious doorknob.]]<br />
[[File:RoN Mossberg500 reload1.jpg|thumb|none|600px|Reloading the Mossberg 500 after demolishing another doorknob.]]<br />
[[File:RoN Mossberg500 reload2.jpg|thumb|none|600px|Inserting a fresh shell into the breech.]]<br />
[[File:RoN Mossberg500 reload3.jpg|thumb|none|600px|Loading up the magazine tube.]]<br />
==G36C carry handle==<br />
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C. This is not the G36C model featured in the PVP Build, as it has a full-sized rail. It also has the original style of handguards.]]<br />
[[File:RoN G36C CH (1).jpg|thumb|none|600px|The G36C with the carry handle restored thanks to a mod.]]<br />
[[File:RoN G36C CH (2).jpg|thumb|none|600px|And as seen in first person.]]<br />
[[File:RoN G36C CH (3).jpg|thumb|none|600px|Aiming with the original sights.]]<br />
<br />
==Misc==<br />
[[File:RoN IthacaM37 evidence.jpg|thumb|none|600px|The Ithaca Model 37 dropped by a suspect.]]<br />
[[File:Ronthehandakm 1.jpg|600px|thumb|none|One of "The Hand" terrorists with the AKMN.]]<br />
[[File:RoN AK103.jpg|600px|thumb|none|An AK-103 found from fallen Russian mobster in Port Hokan. Note the solid AK-74 style synthetic stock, a common sight on American-made AK-103 clones that have fixed receiver rear trunnions.]]<br />
[[File:RoN AKS-74U evidence.jpg|thumb|none|600px|A suspect's AKS-74U under illumination from the MP5's SureFire weapon light. It appears to have an unusual 20-round magazine.]]<br />
[[File:RoN AR15 2.jpg|thumb|600px|none|Judge marvels at the in-game "Custom AR" of the Brisa Cove suspects that seems to stand perfectly straight on its 20 round magazine.]]<br />
[[File:RoN AR15 3.jpg|thumb|600px|none|The right side, showing the standard AR-15 upper unlike the CSR's slickside.]]<br />
[[File:RoN M249.jpg|600px|thumb|none|The M249 found in the Brisa Cove penthouse level after subduing a room full of disgruntled veterans. ]]<br />
<br />
=Removed/In-Dev Weapons=<br />
<!--A list of weapons featured in the PVP Build at its 2020 first release can be found [https://www.rogue-9.com/ready-or-not-alpha here].--><br />
<br />
The following weapons are weapons that were present in at least one released version of ''Ready or Not'' as a usable weapon, or was partially implemented as a player-usable weapon in the game files, but isn't usable in normal gameplay in the current build of ''Ready or Not''.<br />
<br />
The partially implemented weapons present in the game's files can be accessed through game mods. There are several different mods that unlock game file weapons, including the [https://www.nexusmods.com/readyornot/mods/402?tab=description Everything Unlocked] mod, which is used to unlock some of these weapons.<br />
<br />
==Handguns==<br />
<br />
===Beretta 92FS===<br />
Prior to the January 2022 update, the [[Beretta 92FS]] appeared in ''Ready or Not'' under the incorrect name of "M9A1". It was replaced by the Beretta 92X Performance in the update.<br />
<br />
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]<br />
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|An officer makes an arrest with his Beretta 92FS.]]<br />
<br />
===Glock 18===<br />
A player-usable [[Glock 18]] can be found in the game files of the Early Access version.<br />
<br />
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]<br />
[[File:RoN G18 (1).jpg|thumb|none|600px|The second-gen G18 accessed via modding.]]<br />
[[File:RoN G18 (2).jpg|thumb|none|600px|The Glock 18 in-hand out in the shoothouse.]]<br />
[[File:RoN G18 (3).jpg|thumb|none|600px|Drawing the Glock on the target's center mass.]]<br />
[[File:RoN G18 (4).jpg|thumb|none|600px|The fire selector functions, although it doesn't actually move in-game.]]<br />
[[File:RoN G18 (5).jpg|thumb|none|600px|Ammo-checking the Glock. The animations are a bit rough and lack polish.]]<br />
[[File:RoN G18 (6).jpg|thumb|none|600px|Performing a tactical reload with the machine pistol.]]<br />
[[File:RoN G18 (7).jpg|thumb|none|600px|And reloading on empty.]]<br />
<br />
===Glock 19 (Gen 4)===<br />
Prior to the January 2022 update, the 4th Generation [[Glock 19]] appeared in ''Ready or Not'' under the "G19" name, and was replaced by the 5th Gen Glock 19 in the update. It is equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects.<br />
<br />
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]<br />
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]<br />
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer; this is a pre-release screenshot, showing the earlier version which has stock Glock "patridge" sights.]]<br />
[[File:RoN G19gen4 menu.jpg|thumb|none|600px|An FBI Hostage Rescue Team operator holding his Glock 19 in the loadout menu.]]<br />
[[File:RoN G19gen4 idle.jpg|thumb|none|600px|Holding a Glock 19 in the shooting range.]]<br />
[[File:RoN G19gen4 ads.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:RoN G19gen4 emptyreload.jpg|thumb|none|600px|Empty reload. Curiously enough, there is a "JAPAN" marking in place of the normal "AUSTRIA" marking on the slide.]]<br />
[[File:RoN G19gen4 tan magcheck.jpg|thumb|none|600px|The player checks the remaining ammunition in his tan-framed Glock 19. The "JAPAN" marking can also be found on the magazine.]]<br />
<br />
===SIG-Sauer P250 Compact===<br />
A [[SIG-Sauer P250 Compact]] was in the June 2022 build as a mostly finished sidearm. It was apparently replaced during the development of the November 2022 Adam update, by the SIG-Sauer P229 Legion.<br />
[[File:SIG P250c right.JPG|thumb|350px|none|SIG-Sauer P250 Compact - 9x19mm]]<br />
[[File:RoN P250 (1).jpg|thumb|none|600px|The P250 in the selection table.]]<br />
[[File:RoN P250 (2).jpg|thumb|none|600px|And as seen in gameplay.]]<br />
[[File:RoN P250 (3).jpg|thumb|none|600px|The P250's sights.]]<br />
[[File:RoN P250 (4).jpg|thumb|none|600px|The officer checking a full magazine.]]<br />
[[File:RoN P250 (5).jpg|thumb|none|600px|Tactically-reloading the P250.]]<br />
[[File:RoN P250 (6).jpg|thumb|none|600px|Racking the slide on the empty reload.]]<br />
<br />
===STI Tactical DS===<br />
An [[STI 1911 Series|STI Tactical DS]] appeared in the 2020 PVP Build as the "M2011". It has apparently been replaced by the Colt M45A1.<br />
[[Image:Stiedgestockimage1.jpg|thumb|none|350px|STI Edge for reference - .40 S&W]]<br />
<br />
===Walther P99===<br />
The [[Walther P99]] appeared as a usable weapon in the 2020 PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.<br />
[[File:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm]]<br />
[[File:RoN P99 (1).jpg|thumb|none|600px|The Walther in the loadout menu.]]<br />
[[File:RoN P99 (2).jpg|thumb|none|600px|Here, an officer does his [[Pierce Brosnan]] imitation in the shoothouse, although without the teacup grip.]]<br />
[[File:RoN P99 (3).jpg|thumb|none|600px|Aiming the P99.]]<br />
[[File:RoN P99 (4).jpg|thumb|none|600px|The officer inspects the magazine while wondering if Q Branch provided special ammunition.]]<br />
[[File:RoN P99 (5).jpg|thumb|none|600px|Changing out mags.]]<br />
[[File:RoN P99 (6).jpg|thumb|none|600px|Loading up the Walther from empty.]]<br />
<br />
==Submachine Guns==<br />
<br />
===FN P90 (old model)===<br />
The FN P90 appears being used by SWAT members in several pre-release media. A usable form can be found in the Early Access version's game files.<br />
<br />
The P90 added to the game proper in November 2022 features a different model.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]<br />
[[File:RoN P90 (1).jpg|thumb|none|600px|Previewing the P90TR.]]<br />
[[File:RoN P90 (2).jpg|thumb|none|600px|Observing a busted door with the P90.]]<br />
[[File:RoN P90 (3).jpg|thumb|none|600px|ADS with the folding iron sights.]]<br />
[[File:RoN P90 (4).jpg|thumb|none|600px|Ammo-checking simply consists of looking at the solid magazine. The P90 also has a functioning selector.]]<br />
[[File:RoN P90 (5).jpg|thumb|none|600px|The P90's reload.]]<br />
[[File:RoN P90 (6).jpg|thumb|none|600px|Charging the action.]]<br />
<br />
===Smith & Wesson 76===<br />
A usable [[Smith & Wesson 76]] (currently a suspect weapon) appears in the game files. <br />
[[File:S&W M76.jpg|thumb|none|400px|Smith & Wesson M76 - 9x19mm]]<br />
[[File:RoN S&W 76 (1).jpg|thumb|none|600px|]]<br />
<br />
===Walther MPL===<br />
The [[Walther MPL]] appeared as a usable weapon in the 2020 PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.<br />
<br />
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]<br />
[[File:RoN MPL (1).jpg|thumb|none|600px|The Walther MPL in the customization menu.]]<br />
[[File:RoN MPL (2).jpg|thumb|none|600px|Drawing the MPL - the operator locks the bolt open.]]<br />
[[File:RoN MPL (3).jpg|thumb|none|600px|Holding the MPL upon the shoothouse's long hall.]]<br />
[[File:RoN MPL (4).jpg|thumb|none|600px|Aiming with the blocky sights.]]<br />
[[File:RoN MPL (5).jpg|thumb|none|600px|Using the Walther's fire selector.]]<br />
[[File:RoN MPL (6).jpg|thumb|none|600px|The charging handle is pulled at the start of empty reloads.]]<br />
[[File:RoN MPL (7).jpg|thumb|none|600px|Changing out MPL magazines.]]<br />
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|A pre-release image of the MPL in the hands of an officer doing his best early 70s GSG-9 impression.]]<br />
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|A pre-release render of a SWAT officer with a MPL with the stock folded.]]<br />
<br />
==Shotguns==<br />
<br />
===Izhmash KS-K===<br />
A player-usable [[Saiga shotgun series|Izhmash KS-K]] can be found in the game files of the Early Access version.<br />
<br />
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]<br />
[[File:RoN KS-K (1).jpg|thumb|none|600px|The KS-K shotgun in the loadout preview as accessed via a mod.]]<br />
[[File:RoN KS-K (2).jpg|thumb|none|600px|Holding the KS-K on a corner of the shoothouse.]]<br />
[[File:RoN KS-K (3).jpg|thumb|none|600px|The KS-K's sight picture.]]<br />
[[File:RoN KS-K (4).jpg|thumb|none|600px|Performing ammo check with the magazine. The KS-K is also select fire capable, but is set to semi-auto by default.]]<br />
[[File:RoN KS-K (5).jpg|thumb|none|600px|Reloading the shotgun after testing the bullet-proof window. The giant magazines mean the KS-K has a notably less tacticool reload.]]<br />
[[File:RoN KS-K (6).jpg|thumb|none|600px|Dumping out an empty mag...]]<br />
[[File:RoN KS-K (7).jpg|thumb|none|600px|...and chambering after loading in a new one.]]<br />
<br />
===Mossberg 500===<br />
A high-capacity [[Mossberg 500]] appeared as the "M590" in the 2020 PVP build.<br />
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]<br />
<br />
===Mossberg 500 "Less Lethal"===<br />
A green-colored less lethal version of the Mossberg 500 appeared as the "590A Less Lethal" in the 2020 PVP build.<br />
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]<br />
<br />
===Remington 870 ===<br />
In the 2020 PVP build, a fix-stocked Remington 870 appeared as the "870 MCS". This weapon is not usable in the Early Access game, but appears as a suspect weapon.<br />
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]<br />
<br />
==Rifles==<br />
===AK-101===<br />
The [[AK-101]] appeared in the 2020 PVP build, misnamed as the "AK-102". It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files. It has a set of TDI Arms handguards.<br />
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm]]<br />
[[File:RoN AK-101 (1).jpg|thumb|none|600px|A preview of the AK-101 rifle.]]<br />
[[File:RoN AK-101 (2).jpg|thumb|none|600px|A SWAT member brandishes the AK-101 on a belligerent carboard target.]]<br />
[[File:RoN AK-101 (3).jpg|thumb|none|600px|The AK's sights, fairly standard.]]<br />
[[File:RoN AK-101 (4).jpg|thumb|none|600px|Setting the selector to semi-auto.]]<br />
[[File:RoN AK-101 (5).jpg|thumb|none|600px|The officer inspects the 5.56 magazine, grateful for not having to deal with the logistics of a 5.45 rifle.]]<br />
[[File:RoN AK-101 (6).jpg|thumb|none|600px|Reloads involve sandwiching both mags together.]]<br />
[[File:RoN AK-101 (7).jpg|thumb|none|600px|When empty, the officer kicks out the spent mag with a new one.]]<br />
[[File:RoN AK-101 (8).jpg|thumb|none|600px|Followed by the now-ubiquitous underhand rechambering style.]]<br />
<br />
===AK-103===<br />
A somewhat complete [[AK-103]] type rifle is usable via mods in the June 2022 version of the game.<br />
[[File:KR-103.jpg|thumb|none|450px|Kalashnikov USA KR-103 - 7.62x39mm]]<br />
[[File:RoN AK-103 (1).jpg|thumb|none|600px|The AK-103 on the loadout table - note the fixed stock.]]<br />
[[File:RoN AK-103 (2).jpg|thumb|none|600px|The initial draw animation involves loading in the magazine...]]<br />
[[File:RoN AK-103 (3).jpg|thumb|none|600px|...and chambering the AK-103.]]<br />
[[File:RoN AK-103 (4).jpg|thumb|none|600px|Holding the AK-103 in something of a closet in the shoothouse.]]<br />
[[File:RoN AK-103 (5).jpg|thumb|none|600px|Aiming the AK.]]<br />
[[File:RoN AK-103 (6).jpg|thumb|none|600px|The AK-103's tactical reload.]]<br />
[[File:RoN AK-103 (7).jpg|thumb|none|600px|And its empty reload, similar the AK-101 though the animations are a bit unpolished.]]<br />
<br />
===Armalite AR-18===<br />
The [[Armalite AR-18]] appeared in the 2020 PVP Build. It was apparently replaced by the Brownells BRN-180S in the Early Access version.<br />
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]<br />
<br />
===FN FAL===<br />
The [[FN FAL]] appeared in earlier versions of the PVP Build; like the M16A4, it seems to have been replaced during development, by the SA58.<br />
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]<br />
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer, fitted with a DSA railed top cover. In the PVP Build, the whole foreend is railed too.]]<br />
<br />
===FN SCAR-L (unmodified)===<br />
An [[FN SCAR-L]] with a long barrel and without built-in rail and stock customizations appeared in the 2020 PVP Build as the "SCAR-L". The SCAR-L is featured in the 2021 Early Access, but is a CQC variant, and features custom rails and stock by default.<br />
<br />
[[Image:FN SCAR-L (Standard).jpg|thumb|none|450px|Third Generation FN SCAR-L - 5.56x45mm NATO]]<br />
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|An in-dev SCAR-L equipped with a Trijicon MRO red dot sight.]]<br />
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and an AN/PEQ-15 laser.]]<br />
<br />
===Heckler & Koch G3A3===<br />
<br />
The [[Heckler & Koch G3A3]] appeared as a usable weapon in the 2020 PVP build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.<br />
<br />
[[File:HKG3A3.jpg|thumb|none|450px|Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO]]<br />
[[File:RoN G3A3 (1).jpg|thumb|none|600px|Preview of the G3A3 battle rifle.]]<br />
[[File:RoN G3A3 (2).jpg|thumb|none|600px|Initially-equipping the G3A3 - the officer works the action.]]<br />
[[File:RoN G3A3 (3).jpg|thumb|none|600px|Holding the G3 upon a window in the shoothouse.]]<br />
[[File:RoN G3A3 (4).jpg|thumb|none|600px|Checking the G3's sights against the glass.]]<br />
[[File:RoN G3A3 (5).jpg|thumb|none|600px|Setting the selector to automatic.]]<br />
[[File:RoN G3A3 (6).jpg|thumb|none|600px|The G3's mag-check animation.]]<br />
[[File:RoN G3A3 (7).jpg|thumb|none|600px|Swapping out the large G3 magazines during a tactical reload.]]<br />
[[File:RoN G3A3 (8).jpg|thumb|none|600px|Upon empty, the bolt is locked back.]]<br />
[[File:RoN G3A3 (9).jpg|thumb|none|600px|The user loads in a new one and then slaps the bolt forward.]]<br />
<br />
===M14===<br />
A short-barreled [[M14]] is featured in the 2020 PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.<br />
<br />
[[File:M14 rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]<br />
[[File:RoN M14 (1).jpg|thumb|none|600px|The M14 as seen in the weapon selection.]]<br />
[[File:RoN M14 (2).jpg|thumb|none|600px|It can be equipped with a SOCOM 16 style short barrel customization.]]<br />
[[File:RoN M14 (3).jpg|thumb|none|600px|The M14 rifle in-game.]]<br />
[[File:RoN M14 (4).jpg|thumb|none|600px|Looking through the M14's classic irons.]]<br />
[[File:RoN M14 (5).jpg|thumb|none|600px|Inspecting the magazine, full of 7.62x51mm.]]<br />
[[File:RoN M14 (6).jpg|thumb|none|600px|The M14's reload, the magazine release is pressed and then the operator pulls out the mag and loads in a new one.]]<br />
[[File:RoN M14 (7).jpg|thumb|none|600px|From empty, it has an AK-like reload where the old mag is knocked out.]]<br />
[[File:RoN M14 (8).jpg|thumb|none|600px|Sending the bolt home with the right hand.]]<br />
[[File:ReadyOrNot m14.jpg|thumb|none|600px|A pre-release screenshot of an officer clearing a stairwell with the M14.]]<br />
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px|An early render of a M14 in the hands of an officer.]]<br />
<br />
===M16A4===<br />
The [[M16A4]] appeared in earlier versions of the PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.<br />
<br />
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with A2 handguards - 5.56x45mm]]<br />
[[File:RoN M16A4 (1).jpg|thumb|none|600px|Previewing the M16A4.]]<br />
[[File:RoN M16A4 (2).jpg|thumb|none|600px|Charging the M16A4 in its draw animation.]]<br />
[[File:RoN M16A4 (3).jpg|thumb|none|600px|Holding the M16 on a close target.]]<br />
[[File:RoN M16A4 (4).jpg|thumb|none|600px|The sights aren't aligned when aimed; the officer just peers clear over the front sight.]]<br />
[[File:RoN M16A4 (5).jpg|thumb|none|600px|Ammo-checking the aluminum mag.]]<br />
[[File:RoN M16A4 (6).jpg|thumb|none|600px|Reloading with both mags clasped together.]]<br />
[[File:RoN M16A4 (7).jpg|thumb|none|600px|The bolt release is thumbed if empty.]]<br />
<br />
===M4A1===<br />
The [[M4A1]] model in the PVP build was an actual M4A1 rather than a [[Mk 18 Mod 0]] (as it appeared in the Early Access build), identifiable by its barrel length.<br />
<br />
[[File:ColtM4.jpg|thumb|none|450px|Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]<br />
<br />
===M24 Sniper Weapon System ===<br />
A player-usable [[M24 Sniper Weapon System]] can be found in the game files of the Early Access version.<br />
<br />
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]<br />
[[File:RoN M24 (1).jpg|thumb|none|600px|The M24 rifle as seen with the aid of a mod.]]<br />
[[File:RoN M24 (2).jpg|thumb|none|600px|Ditto, this time with an actual scope equipped.]]<br />
[[File:RoN M24 (3).jpg|thumb|none|600px|The draw animation shows the scope caps being unfolded irregardless of whether or not it is actually equipped.]]<br />
[[File:RoN M24 (4).jpg|thumb|none|600px|The M24 rifle inside the shoothouse's early hallway.]]<br />
[[File:RoN M24 (5).jpg|thumb|none|600px|An attempt at aiming the mostly sightless rifle.]]<br />
[[File:RoN M24 (6).jpg|thumb|none|600px|Chamber-checking also reveals its fairly incomplete status, as there isn't an actual cartridge modeled yet.]]<br />
[[File:RoN M24 (7).jpg|thumb|none|600px|Cycling the M24...]]<br />
[[File:RoN M24 (8).jpg|thumb|none|600px|...and reloading it round by round. These animations are mostly complete other than again lacking modeled ammunition.]]<br />
[[File:RoN M24 (9).jpg|thumb|none|600px|Drawing the scoped M24 on the green light range - again, the caps are static and unfolded already.]]<br />
[[File:RoN M24 (10).jpg|thumb|none|600px|Attempting to sight it in reveals the eye relief is also way off currently.]]<br />
<br />
==Others==<br />
===TAC 700===<br />
The TAC 700, a [[Air Guns#Tippmann A-5|Tippmann A-5]] paintball gun modified into a pepperball gun sold by PepperBall Technologies, Inc., appears as a primary weapon under the name "TAC700". It, like the SWAT 4 "Pepperball Gun" shoots OC filled pepperballs, and with full auto and good controllability is a very effective gun for incapacitating suspects without killing them. From the June 2022 update, the pepperball gun was removed from the game and currently it is uncerteain if it will return in the future.<br />
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]<br />
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|500px|A SWAT Officer holding a Tippman Pepperball gun; note the lack of a stock.]]<br />
<br />
=Planned Weapons=<br />
The following weapons are weapons that the game's developers have stated their intention to add to the game, but are currently (Nov 8 2022 build, Adam update) not present as usable weapons (either in normal gameplay or in game files) in any current or previous version of the game.<br />
<br />
==M40==<br />
The [[Remington 700]] was planned to appear in the game in a usable form. According to self-contradictory poorly-written historical IMFDB documentation, it would've been either been made available to the player as the "[[M40 Sniper Rifle|M40]]", or was exclusive to remote controlled Police Sniper Units; neither are currently (Nov 8 2022) implemented into the game, and the gun currently appears in-game (as the M24 SWS) as a piece of evidence.<br />
<br />
A standard police style 700 does appear in the [https://www.youtube.com/watch?v=z2FTd1uOEzQ&t=129s&ab_channel=VOIDInteractive "No Room for Civility" tie-in video].<br />
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]<br />
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|none|600px|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]<br />
<br />
=Attachments=<br />
==Optics==<br />
===EOTech ???===<br />
Either an Eotech 512 or Eotech 552 holographic sight was seen in pre release materials, but has since been removed/cut from the game.<br />
<br />
===EOTech EXPS3===<br />
The EOTech EXPS3 is featured as the "Holosight EXPS3" attachment and with a fictionalized "LEOTEC" brand. It can be attached to many assault rifles and submachine guns.<br />
<br />
===Vortex Venom===<br />
The Vortex Venom red dot sight is available. Interestingly, it is depicted with its proper "VENOM 3MOA" markings even though the brand logo is replaced with a fictional brand.<br />
<br />
===Trijicon MRO===<br />
The Trijicon MRO red dot sight is available.<br />
<br />
===Trijicon SRS===<br />
The Trijicon SRS red dot sight is available. It can be attached to many assault rifles and submachine guns. Some weapons are fitted with the Unity FAST Optic Riser to make the red dot higher than the iron sight.<br />
<br />
===Aimpoint T-2===<br />
The Aimpoint T-2 Red Dot Sight is featured as the "MicroT2" attachment and can be used on assault rifles and submachine guns. When mounted on an assault rifle, the LaRue LT660 mount is fitted, while for submachine guns, it is the LaRue LT661 low mount with the Unity FAST Optic Riser.<br />
<br />
===Aimpoint Comp M5===<br />
The Aimpoint Comp M5 red dot sight is available as the "M5B" attachment and can only be used on assault rifles. This dot sight will be fitted with an Aimpoint LRP mount.<br />
<br />
===EoTech MPO III Hybrid Sight===<br />
The EoTech MPO III Hybrid Sight was featured in pre release material, but has since been cut/removed from the game.<br />
<br />
===Trijicon RMR===<br />
The Trijicon RMR red dot sight is available.<br />
<br />
===Trijicon SRO===<br />
The Trijicon SRO red dot sight is available.<br />
<br />
===Sightmark Sure Shot===<br />
The Sightmark Sure Shot red dot sight is featured. Its brand and logo are parodied as "Viewmark". Has been removed from the game.<br />
<br />
===ELCAN SpecterDR===<br />
The ELCAN SpecterDR is available as the "SDR 1-4X" attachment.<br />
[[File:RoN SpecterDR idle.jpg|thumb|600px|none|The SpecterDR mounted on a Mk16 SCAR.]]<br />
[[File:RoN SpecterDR ads.jpg|thumb|600px|none|Aiming down sight. ]]<br />
[[File:RoN SpecterDR ads buis.jpg|thumb|600px|none|Aiming down sight with back up sight.]]<br />
<br />
===Nightforce ATACR 1-8x24mm===<br />
The Nightforce ATACR LPVO is available as the "ATAK-R 1-12X" attachment. The scope magnification cannot be changed, although a key bind for point shooting with either an IR or visible light laser can be set up.<br />
[[File:RoN ATACR idle.jpg|thumb|600px|none|The NF ATACR mounted on a HK416. Note the Geissele Automatics Super Precision Mount on the ATACR scope.]]<br />
[[File:RoN ATACR ads.jpg|thumb|600px|none|Aiming down sight. The incorrect SpecterDR reticle is shown.]]<br />
[[File:RoN ATACR ads 1x.jpg|thumb|600px|none|Combination of 1x mode and laser sight.]]<br />
<br />
==Laser Sights & Flashlights==<br />
===AN/PEQ-15 ATPIAL===<br />
The AN/PEQ-15 ATPIAL is available as the "PEQ-15 IR Laser" attachment.<br />
<br />
===B.E.Meyers MAWL===<br />
The B.E.Meyers MAWL laser sight is available as the "MAULT IR Laser" attachment.<br />
[[File:RoN MAWL.jpg|thumb|600px|none|Close up of the MAWL mounted on a Mk16 SCAR. The "MAUL-T1+" marking is a parody of the "MAWL-C1+".]]<br />
<br />
===Steiner CQBL-1===<br />
The Steiner CQBL-1 laser sight can be used on assault rifles and submachine guns. <br />
[[File:RoN CQBL1.jpg|thumb|600px|none|Close up of the CQBL-1 mounted on a Mk16 SCAR.]]<br />
<br />
===Surefire M600V Scout Light===<br />
The Surefire M600V Scout Light is featured as the "M600V Flashlight" attachment.<br />
[[File:RoN M600V.jpg|thumb|600px|none|The Surefire M600V mounted on a Mk18.]]<br />
[[File:RoN M600V 3rdperson.jpg|thumb|600px|none|The "Surefire" marking can be seen.]]<br />
<br />
==Muzzle devices==<br />
===SilencerCo ASR===<br />
The SilencerCo ASR muzzle brake is featured as the "ASR Brake" attachment.<br />
<br />
===Surefire SFMB===<br />
The Surefire SFMB-556-1/2x28 muzzle brake is featured as the "SFMB Brake" attachment.<br />
<br />
===Surefire SOCOM556 RC2===<br />
The Surefire SOCOM556 RC2 suppressor is available as the "SOCOM 556 Suppressor" attachment.<br />
<br />
===SilencerCo Harvester===<br />
The SilencerCo Harvester suppressor is available as the "Harvester Suppressor" attachment. It is a rifle suppressor, but in the current build it can only be used with MPX 9mm submachine guns.<br />
<br />
===SilencerCo Osprey===<br />
The SilencerCo Osprey suppressor is available as the "Large Suppressor" attachment.<br />
<br />
===PBS-1===<br />
The PBS-1 suppressor is featured and can only be used for SLR47.<br />
<br />
==Foregrips==<br />
===BCM Gunfighter Foregrip===<br />
The BCM Gunfighter Foregrip is available as the "Combat Grip".<br />
<br />
===KAC Foregrip===<br />
The KAC foregrip is featured as the "Control Grip".<br />
<br />
===Strike Industries Cobra Tactical Fore Grip===<br />
The Strike Industries Cobra Tactical Fore Grip is available as the "Speed Grip".<br />
<br />
=Discussion=<br />
==We are coordinating the editing of this page in the Ready or Not Discord==<br />
<br />
https://discord.gg/readyornot<br />
<br />
[[User:Childworker|Childworker]] ([[User talk:Childworker|talk]]) 20:59, 27 December 2018 (EST)<br />
<br />
== Gameplay trailer ==<br />
<br />
https://www.youtube.com/watch?v=JcA7Nwa1L9I&feature=youtu.be <br />
--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 21:25, 7 March 2019 (EST)<br />
<br />
== Assault rifle section rework ==<br />
<br />
Made an overhaul to assault rifle section to represent what's in-game at this point of time. <br><br />
Also have to note that G36C, FN SCAR-L, M14 and full-sized FN FAL are either suspect-only weapons at this point (this need confirmation) or scrapped from the game entirely.--[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 16:59, 2 January 2022 (EST)<br />
<br />
== AR-15 style rifles identification ==<br />
<br />
Also, need some help indentifying the AR-15 variants appearing in game<br><br />
[[File:SR16RONG.jpg|thumb|600px|none|An "SR-16" - 5,56x45mm NATO]]<br />
[[File:SBR30.jpg|thumb|600px|none|An "SBR-300" - .300 Blackout]]<br />
anybody have any ideas on these? --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 17:02, 2 January 2022 (EST)<br />
<br />
The first one is a Knight Armanent Company SR-16 with their URX 3.1 railed handguard, KAC folding front and rear sights and a Magpul MOE grip and CTR stock. Effectively just a standard SR-16 with a few added parts on the back. The SBR-300 is a mix-master of a gun, although it seems to mostly be made to look like the Wilson Combat SBR Tactical, given the .300 Blackout chambering. The lower matches, same with the upper receiver and handguard. I think it's even got the same sort of weird texture WC puts on their handguards, and the stock is the same. Only non-WC parts on it is the Radian charging handle and the same KAC folding sights as the SR-16. --[[User:PaperCake|PaperCake]] 17:15, 2 January 2022 (EST)<br />
<br />
: Thanks a lot! Updated the article accordingly --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 18:27, 2 January 2022 (EST)<br />
<br />
FYI I've seen a BRN-180 in [https://www.youtube.com/watch?v=8qFdiqGnBM4&t=370s&ab_channel=LewdSCP1471-A this video], guess it is probably the SWAT equivalent to the AR-180. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 2 January 2022 (EST)<br />
<br />
== Other Weapons == <br />
<br />
So I found a YouTube video that seemed to have pulled a lot of animations from the game for the weapons including both a few of the weapons that haven't been released as well as a few other ones that are, at least by their state in this video (without any firing or handling sounds) very early alpha material. Plus a few companion piece guns (A SWAT usable BRN-180, the P99, the MPL and S&W 76 and so on). I haven't included any of these on the main page that aren't already in the game as NPC suspect weapons, but does anyone know what these are used for? Was there some SWAT vs Suspect mode that got canned?<br />
<br />
Link to what I'm talking about: https://www.youtube.com/watch?v=8qFdiqGnBM4<br />
<br />
--[[User:PaperCake|PaperCake]] 23:45, 4 January 2022 (EST)<br />
:Late reply, but there was this PVP build that was available to early backers a long time ago. I can't quite remember the details though, and I don't have the game myself to check. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:58, 17 January 2022 (EST)<br />
<br />
== Unusable Weapons section ==<br />
<br />
Some weapons that are available in the game files, and for which several are used by NPC suspects only, can actually be "unlocked" via a mod. I've already checked them out just for the fun of it and thought maybe add info and images, but I wanted to see what others think about this first, if it would be a nice addition to the page, or instead wait for the weapons to be officially released in the future as usable ones. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 16:16, 4 July 2022 (EDT)<br />
:Modded content is not official content and should not be included in the page. Document firearm appearances exactly as they appear in the game proper. If a gun is not usable, using mods to pretend that it is usable is misinforming the readers. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:06, 6 July 2022 (EDT)<br />
::I see what you mean, but technically these guns are presumably intended to be usable (perhaps in the future as mentioned) and were not created by third-party creators, rather by the devs and are part of the game's files. They also have their own proper models and animations (though still a work-in-progress). The mod I mentioned only provides the ability to make these weapons usable and functional by players, therefore it is not entirely pretend or not proper. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 14:16, 6 July 2022 (EDT)<br />
::: I've thought about it some more. I think that it'll be OK to document as long as you make a proper disclaimer for it (describe what mod are you using and how does it impact the game), and document it on the talk page, it should be OK. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:35, 6 July 2022 (EDT)<br />
::::Actually you're right, didn't think about it... Adding a new section here in the talk page (instead in the main) with at least one screenshot for each of those weapons using the mod, might be right for starters and continue from there. Although I noticed there's aleady a section here called ''"Other Planned Weapons"'', but I'll take your advise on that and work on it. I hope others will give their own opinion on the topic regardless. I Thank you for your own input, btw. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 17:05, 6 July 2022 (EDT)<br />
<br />
== Help Identifying New AR-15 ==<br />
<br />
As part of the June 2022 update, one of the new NPC-only weapons added to the game is a customized AR-15 platform used by the suspects in the Brisa Cove mission. Couldn't manage to figure what model, so I'll appreciate the help. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 12:12, 6 July 2022 (EDT)<br />
<br />
[[File:RoN AR15 1.jpg|thumb|600px|none]]<br />
[[File:RoN AR15 2.jpg|thumb|600px|none]]<br />
[[File:RoN AR15 3.jpg|thumb|600px|none]]<br />
:It's a [https://www.tactical-life.com/firearms/csr-1516-hot-blooded-cool-colt-rifle/ Colt CSR-1516], except it has a standard upper receiver with a forward assist.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:27, 6 July 2022 (EDT)<br />
::Thank you! --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 09:03, 7 July 2022 (EDT)</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Ready_or_Not_(VG)&diff=1637458Ready or Not (VG)2023-12-23T15:04:01Z<p>Fine cuisine: /* Shotguns */</p>
<hr />
<div>{{WIP}}<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name = Ready or Not<br />
|picture = BetterCoverArtForReadyOrNot.jpg<br />
|caption = Promotional Art<br />
|date = December 18, 2021 (Early Access)<br>December 13, 2023 (1.0 Release)<br />
|developer = VOID Interactive<br />
|publisher = VOID Interactive<br />
|platforms = PC<br />
|genre = Tactical [[First-Person Shooter]]<br />
}}<br />
<br />
'''''Ready or Not''''' (or '''''RoN''''') is a tactical first-person shooter video game developed and published by VOID Interactive, an Ireland-based company. The game places the player in the role of a SWAT team leader, in a "Nondescript Modern America" and fictional city called "Los Suenos" (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.<br />
<br />
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.<br />
<br />
{{VG Title|Ready or Not}}<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the "Optiwand" from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.<br />
<br />
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.<br />
<br />
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in "safe" (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).<br />
<br />
=Handguns=<br />
<br />
==Beretta 92X Performance==<br />
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name "P92X". It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.<br />
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]<br />
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the "GFLHG003" serial number; "GFL" refers to ''Girls' Frontline'', and "HG003" is is the index number of the M9 T-Doll in ''GFL''.]]<br />
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]<br />
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]<br />
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]<br />
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway.]]<br />
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]<br />
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]<br />
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]<br />
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the "PADANIA" marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]<br />
<br />
==Colt M45A1==<br />
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.<br />
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]<br />
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]<br />
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]<br />
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]<br />
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]<br />
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]<br />
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with "CTLO".]]<br />
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]<br />
<br />
==Colt Python==<br />
The [[Colt Python]] appears in ''Ready or Not'' simply as the ".357 MAGNUM", as the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.<br />
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6" Barrel - .357 Magnum]]<br />
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5" barrel - .357 Magnum]]<br />
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]<br />
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose.]]<br />
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]<br />
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]<br />
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder.]]<br />
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]<br />
<!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--><br />
<br />
==FN Five-Seven==<br />
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.<br />
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]<br />
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]<br />
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]<br />
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]<br />
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]<br />
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]<br />
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]<br />
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]<br />
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]<br />
<br />
==Glock 19 MOS (Gen 5)==<br />
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name "G19". It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect. It is also a commonly used weapon by both low and high-level suspects.<br />
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]<br />
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]<br />
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]<br />
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]<br />
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]<br />
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine.]]<br />
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together.]]<br />
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of "Gocke 19" instead of Glock.]]<br />
[[File:Ronglock19 1.jpg|thumb|none|600px|One of the drug dealers on the "213 Park Homes" map with the G19.]]<br />
[[File:Ronglock19 2.jpg|thumb|none|600px|A member of "The Hand" terrorist cell disguised as a hospital worker runs with the Glock.]]<br />
<br />
===Polymer80 PFC9===<br />
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.<br />
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]<br />
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]<br />
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]<br />
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]<br />
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the "JAPAN" marking in-place of the "AUSTRIA" normally found on Glock mags.]]<br />
<br />
==Heckler & Koch USP Tactical== <br />
The [[Heckler & Koch USP Tactical]] appears in-game as the "USP45" (previously named "USP Tactical"), fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. <br />
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler & Koch USP Tactical - .45 ACP]]<br />
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]<br />
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]<br />
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]<br />
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]<br />
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]<br />
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]<br />
<br />
==Kimber Custom TLE II==<br />
A [[Kimber Custom TLE II]] was added in version 1.0.<br />
[[File:Kimber Custom TLE II pistol left side.jpg|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]<br />
<br />
==SIG-Sauer P229 Legion==<br />
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the "M11 Compact".<br />
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]<br />
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]<br />
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]<br />
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation.]]<br />
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights.]]<br />
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet MP9-N==<br />
The [[Brügger & Thomet MP9-N]] appears in ''Ready or Not'' simply as the "MP9", and was added as part of the 28 June 2022 patch (EA 21474).<br />
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger & Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]<br />
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments.]]<br />
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]<br />
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands.]]<br />
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|Magazine check.]]<br />
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, with magazine retention.]]<br />
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine.]]<br />
<br />
==Brügger & Thomet SPC9==<br />
A [[Brügger & Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the "SPC9".<br />
[[File:SPC9 telescoping.jpg|thumb|none|450px|Brügger & Thomet SPC9 with telescoping stock - 9x19mm]]<br />
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, laying down.]]<br />
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view.]]<br />
[[File:RoN SPC9 draw.jpg|thumb|none|600px|Drawing the stock and charging the handle.]]<br />
[[File:RoN SPC9 ads.jpg|thumb|none|600px|Checking the sights, nothing too special about it.]]<br />
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big "SPC" marking to confirm its identity.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]<br />
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench weapon customization menu, now officially available for police officers.]]<br />
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]<br />
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]<br />
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant.]]<br />
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical first person shooter games featuring the P90, the SWAT operator flings the empty magazine out to the targets as its audience.]]<br />
[[File:Readyornotvgp90easteregg.jpg|thumb|none|600px|An easter egg on the right side of the magazine.]]<br />
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]<br />
<br />
==Heckler & Koch MP5/10==<br />
The [[Heckler & Koch MP5/10 and MP5/40|H&K MP5/10]] appears in ''Ready or Not'' as the "MP5/10MM", and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails.<br />
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]<br />
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now "Paladin Ordnance".]]<br />
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]<br />
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]<br />
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]<br />
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]<br />
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]<br />
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]<br />
<br />
==Heckler and Koch MP5A3==<br />
The [[Heckler & Koch MP5A3|H&K MP5A3]] appears in ''Ready or Not'' simply as the "MP5A3", and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard.<br />
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler & Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]<br />
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]<br />
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]<br />
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]<br />
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]<br />
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]<br />
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]<br />
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]<br />
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]<br />
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]<br />
<br />
==Heckler and Koch MP5A4==<br />
The [[Heckler & Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the "MP5A2" despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious "H&K Slap", the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.<br />
[[File:H&KMP5A4.jpg|thumb|none|450px|Heckler & Koch MP5A4 - 9x19mm]]<br />
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments.]]<br />
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4.]]<br />
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]<br />
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]<br />
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4.]]<br />
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]<br />
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]<br />
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
The [[Heckler & Koch MP7A2]] was added with the Adam update in November 2022. It appears as the "MP7" as with most games, although it is modeled after the A2 version.<br />
[[File:MP7A2.jpg|thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 "tan" finish.]]<br />
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into "pistol" configuration and the MP7 itself is fitted with its H&K SD sound suppressor.]]<br />
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range.]]<br />
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]<br />
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]<br />
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]<br />
<br />
==Heckler and Koch UMP45==<br />
The [[Heckler & Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the player character uses the bolt release on empty instead of the charging handle like in most games. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. As of the 1.0 update, the UMP45 now has a 3 o'clock rail. The ability to fold the SMG's stock has unfortunately been removed. For the older version, see the ''Discussion'' page.<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]]<br />
[[File:ReadyOrNotupdt UMP45 01 equip.jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP (although the selector is already set to semi-auto and doesn't actually move during this animation).]]<br />
[[File:ReadyOrNotupdt UMP45 02 selector.jpg|thumb|none|600px|Flicking the selector to full-auto.]]<br />
[[File:ReadyOrNotupdt UMP45 03 idle.jpg|thumb|none|600px|Holding the UMP45 on Kawayu Beach.]]<br />
[[File:ReadyOrNotupdt UMP45 04 inspect.jpg|thumb|none|600px|Checking the magazine.]]<br />
[[File:ReadyOrNotupdt UMP45 05 reload1.jpg|thumb|none|600px|Pushing the magazine release lever, grabbing the magazine in the gun, and holding a new magazine. This tactical reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]<br />
[[File:ReadyOrNotupdt UMP45 06 reload1.jpg|thumb|none|600px|About to load a "new" magazine; due to a bug, both the UMP45 and UMP9 have empty magazine models when reloading from empty.]]<br />
[[File:ReadyOrNotupdt UMP45 07 reload2.jpg|thumb|none|600px|The officer using the IP joint of his thumb to press the bolt release.]]<br />
[[File:ReadyOrNotupdt UMP45 08 NPC1.jpg|thumb|none|600px|A "Mindjot" security guard armed with the UMP45. They are the main users of the SMG in-game, although the weapon will occasionally spawn in the hands of guards (possibly disguised Bolton Security) at Brixley Talent Time.]]<br />
[[File:ReadyOrNotupdt UMP45 09 NPC2.jpg|thumb|none|600px|Closeup of the bolt, which has correct markings minus the company name. "HaKa" seems to be the in-universe version of HK, with the name being an acronym for 'Hartmann & Karl GmbH".]]<br />
[[File:ReadyOrNot UMP45 markings2.jpg|thumb|none|600px|Closeup of the markings on the other side. Like many other weapons in Ready or Not, the UMP45's serial number has a Girl's Frontline reference; 404-000103 (Squad 404/T-Doll No. 103). Unfortunately the devs opted for the opaque version of the magazine instead of the windowed version (which is also the version seen in Girl's Frontline for both the UMP45 and UMP9).]]<br />
<br />
==Heckler and Koch UMP9==<br />
The 9mm variant of the UMP was added in version 1.0. It shares most of the animations with the UMP45.<br />
[[File:UMP9 RIS.jpg|thumb|none|450px|Heckler & Koch UMP9 - 9x19mm]]<br />
[[File:ReadyOrNotupdt UMP9 01 equip.jpg|thumb|none|600px|Chambering the UMP9 while spawning in, as before the selector doesn't move from safe as it is already set to semi-auto.]]<br />
[[File:ReadyOrNotupdt UMP9 02 selector.jpg|thumb|none|600px|Flicking the fun switch to full auto.]]<br />
[[File:ReadyOrNotupdt UMP9 03 idle.jpg|thumb|none|600px|Idle with the SMG.]]<br />
[[File:ReadyOrNotupdt UMP9 04 aim.jpg|thumb|none|600px|The iron sights are identical to the ones on the UMP45.]]<br />
[[File:ReadyOrNotupdt UMP9 05 reload1.jpg|thumb|none|600px|Performing a tactical reload after firing at not-Santa Monica Pier.]]<br />
[[File:ReadyOrNotupdt UMP9 06 reload2.jpg|thumb|none|600px|Again, reloading from empty has a bug where the empty magazine model is used.]]<br />
[[File:ReadyOrNotupdt UMP9 07 reload3.jpg|thumb|none|600px|Thumbing the bolt.]]<br />
[[File:ReadyOrNotupdt UMP9 08 NPC1.jpg|thumb|none|600px|<strike>Kevin Nguyen</strike> Vinh "Vinny" Tran will occasionally spawn with the UMP9. He appears to be the only suspect who uses the weapon.]]<br />
[[File:ReadyOrNotupdt UMP9 09 NPC2.jpg|thumb|none|600px|Close up of the bolt. As mentioned before the markings are correct, minus the fictionalized company name.]]<br />
[[File:ReadyOrNot UMP9 markings2.jpg|thumb|none|600px|Also as mentioned before, the serial number is a reference to the Girl's Frontline T-Doll of the same name; 404-000101 (Squad 404/T-Doll No. 101). Also note that in third person the selector will always be depicted in semi-auto, regardless of what the user has actually set it to.]]<br />
<br />
==SIG-Sauer MPX==<br />
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.<br />
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]<br />
[[File:RoN MPX gunbench.jpg|thumb|none|600px|Bone stock MPX in the modification menu.]]<br />
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]<br />
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]<br />
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]<br />
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]<br />
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]<br />
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]<br />
<br />
=Shotguns=<br />
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.<br />
<br />
==Benelli M4==<br />
The [[Benelli M4]] appears in ''Ready or Not'' simply as the "M4 SUPER 90". A high speed shotgun, the Benelli is good for laying down pellets as fast as possible. It is also used by high-level suspects.<br />
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]<br />
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]<br />
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]<br />
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]<br />
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]<br />
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]<br />
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]<br />
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]<br />
<br />
==Benelli Supernova Tactical==<br />
The [[Benelli Supernova Tactical]] was added in version 1.0.<br />
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]<br />
<br />
==Beretta 1301 Tactical==<br />
The [[Beretta 1301]] appears in ''Ready or Not'' as the "B1301", and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called "B1301 ENTRYMAN" (known in earlier official materials as "FBI-HRT Edition").<br />
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]<br />
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]<br />
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]<br />
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand.]]<br />
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]<br />
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]<br />
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]<br />
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]<br />
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the "B1301 ENTRYMAN".]]<br />
<br />
==Remington 870 MCS Masterkey==<br />
The [[Remington 870 MCS Masterkey]] appears as a tactical device under the name "Breaching Shotgun", replacing the Mossberg 500 Cruiser that was depicted in this role during Early Access. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.<br />
[[File:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 Gauge]]<br />
[[File:RON 870MCSBreacher 0.jpg|thumb|none|600px|Holding the 870 MCS Masterkey. The shotgun does not have sights of any kind, nor can it accept any attachments, though it is able to use the canted shooting stance available to all weapons in the game.]]<br />
[[File:RON 870MCSBreacher 1.jpg|thumb|none|600px|Checking the empty chamber.]]<br />
[[File:RON 870MCSBreacher 2.jpg|thumb|none|600px|Shoving in a breaching round on an empty reload...]]<br />
[[File:RON 870MCSBreacher 3.jpg|thumb|none|600px|...and topping up the empty magazine tube.]]<br />
<br />
==Wilson Combat CQB==<br />
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the "870 CQB". A classic police issue weapon, powerful on light targets and still useful once armor gets involved.<br />
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]<br />
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]<br />
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]<br />
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]<br />
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]<br />
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]<br />
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]<br />
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]<br />
<br />
==Wilson Combat Less Lethal CQB==<br />
The Wilson Combat Less Lethal CQB appears as the "Beanbag Shotgun". While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. <br />
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]<br />
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]<br />
<br />
=Assault Rifles=<br />
==Arsenal SLR-107UR==<br />
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name "SLR47"; it is fitted with an UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, an aftermarket pistol grip and muzzle device, and as of 1.0, it has an extended fire selector lever (similar to the Krebs Custom MK VI Enhanced Safety). It feeds from 30-round Magpul AK PMags. A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.<br />
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]<br />
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The "SLR47" on the gun bench; note the straighter ALG trigger.]]<br />
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]<br />
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the "SLR47" in-game model; aside from the serial number, the markings read "SLR 47UA" (effectively confirming its identity), and "Cal. 7.45x39mm" below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]<br />
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]<br />
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]<br />
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]<br />
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]<br />
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]<br />
[[File:Ronslr107ur 1.jpg|thumb|none|600px|A "Mindjot" security contractor with the SLR.]]<br />
<br />
==DSA SA58 OSW==<br />
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.<br />
[[File:DSA-SA-58-OSW.jpg |thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]<br />
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]<br />
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]<br />
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]<br />
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]<br />
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]<br />
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The "DSA00106" serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]<br />
<br />
==FN SCAR-L CQC==<br />
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name "MK16", equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.<br />
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]<br />
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]<br />
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]<br />
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]<br />
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]<br />
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]<br />
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the "Utica Arms" instead of FN stamp.]]<br />
<br />
==Heckler & Koch HK416A5==<br />
The [[Heckler & Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5" Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to "GA416".<br />
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler & Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]<br />
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler & Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]<br />
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]<br />
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]<br />
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]<br />
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]<br />
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]<br />
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]<br />
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the "HaKa" markings similar to "HK" can be seen. Also visible are "65-000404" serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. "65" is the index number of the HK416 T-Doll character, and "404" is the name of the unit (Squad 404) that HK416 is a member of in the story.]]<br />
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]<br />
<br />
==Heckler & Koch G36C==<br />
The [[Heckler & Koch G36C]] is added in the the February 2022 update, equipped with a Brugger & Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.<br />
[[File:Hkg36c.jpg|thumb|none|450px|Heckler & Koch G36C - 5.56x45mm NATO]]<br />
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]<br />
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]<br />
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]<br />
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]<br />
<br />
==Knight's Armament SR-16 CQB==<br />
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.<br />
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]<br />
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]<br />
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]<br />
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]<br />
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]<br />
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]<br />
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]<br />
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to "AUTO".]]<br />
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]<br />
<br />
==Mk 18 Mod 0==<br />
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the "MK18". The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the "M4A1". Loud, flashy and effective, the Mk 18 is a compact rifle for the job. It is also used by high-level suspects.<br />
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]<br />
[[File:RoN Mk18 loadout.jpg|thumb|600px|none|A SWAT Officer holding the Mk 18 Mod 0 in the loadout screen. This is a pre-update image, with the "M4A1" name and carry handle.]]<br />
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]<br />
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine...]]<br />
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]<br />
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original carrying handle. The forward assist and brass deflector are also improved from the pre-update model.]]<br />
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]<br />
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on a fresh magazine.]]<br />
[[File:RoN MK18 NPC1.jpg|thumb|none|600px|A school shooter with the pre-Adam MK 18 Mod 0 with carry handle.]]<br />
[[File:RoN MK18 NPC2.jpg|thumb|none|600px|A member of the "Left Behind" domestic terrorist group (disguised as a Secret Service Agent) armed with the post-Adam MK 18 Mod 0. Note his chest rig seems inspired by the one from [https://www.imfdb.org/wiki/Heat#Colt_Model_733 Heat].]]<br />
<br />
==Wilson Combat SBR Tactical==<br />
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker "ARWC". Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named "SBR-300" and chambered in .300 Blackout, was renamed to "SBR-556" and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to "ARWC" in the February 2022 update.<br />
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]<br />
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]<br />
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]<br />
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view.]]<br />
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights.]]<br />
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]<br />
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]<br />
<br />
==BCM CQB-11==<br />
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named "BCM Mk1" and was renamed to "Mk1 Carbine" after the January update.<br />
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]<br />
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. "DCM" markings, similar to the real weapon's "BCM", can be seen on the magazine well; this presumably stands for something like "Delta Company Manufacturing", rather than "Dichloromethane" as some might assume.]]<br />
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]<br />
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]<br />
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]<br />
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]<br />
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]<br />
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]<br />
<br />
==Brownells BRN-180S 300 BLK==<br />
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name "ARN-18", equipped with a SIG-Sauer Minimalist Plus folding stock.<br />
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]<br />
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]<br />
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]<br />
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]<br />
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]<br />
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]<br />
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]<br />
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]<br />
<br />
==SIG-Sauer MCX==<br />
The first-generation [[SIG-Sauer MCX|SIG-Sauer MCX SBR]] in 5.56x45mm was added in version 1.0, and features a telescoping stock. The markings on the rifle state it is manufactured by "SIC SUHL INC". Note that much like other weapons in Ready or Not, the last three digits on the serial number make reference to the ''Girl's Frontline'' T-Doll of the same name.<br />
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5" barrel - 5.56x45mm NATO]]<br />
[[File:ReadyorNot 01 equip1.jpg|thumb|600px|none|First equipping the rifle; tilting the MCX while holding the adjustment button to let the stock fully extend...]]<br />
[[File:ReadyorNot 02 equip2.jpg|thumb|600px|none|...and then racking the charging handle.]]<br />
[[File:ReadyorNot 03 idle.jpg|thumb|600px|none|Holding the rifle near the US-Mexican border.]]<br />
[[File:ReadyorNot 04 aim.jpg|thumb|600px|none|Sighting up a drone.]]<br />
[[File:ReadyorNot 05 shoot.jpg|thumb|600px|none|Watching some lowres 5.56 casings eject out the MCX.]]<br />
[[File:ReadyorNot 06 reload1.jpg|thumb|600px|none|Performing a tactical reload.]]<br />
[[File:ReadyorNot 07 reload2.jpg|thumb|600px|none|Smacking the bolt release after reloading from empty.]]<br />
[[File:ReadyorNot 08 empty.jpg|thumb|600px|none|Inspecting the empty magazine after running dry. Note the protruding bolt release.]]<br />
<br />
==SIG-Sauer MCX VIRTUS==<br />
The "LVAR" is an integrally suppressed [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] in .300 Blackout with some parts inspired by the SIG-Sauer Low Visibility Assault Weapon (LVAW). It was added in version 1.0.<br />
<br />
An announcement stated that it uses "an MCX gen 1 upper and gen 2 lower, with the rest being LVAW parts". However, the upper receiver is actually from the second-generation MCX VIRTUS. It is fitted with an ALTRD handguard (which resembles that of the LVAW), and is depicted with the top Picatinny rail of the LVAW and earlier MCX prototypes, as opposed to the scalloped rail of later MCX models.<br />
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9" barrel - 5.56x45mm NATO]]<br />
[[File:ALTRD VIRTUS.jpg|thumb|none|350px|ALTRD 10.5" handguard for SIG-Sauer MCX VIRTUS]]<br />
<br />
==Thales F90MBR==<br />
The [[Thales F90|Thales F90MBR]] was added in version 1.0.<br />
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]<br />
<br />
=Launchers=<br />
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. <br />
<br />
==Heckler & Koch M320==<br />
The [[Heckler & Koch M320]] appears in ''Ready or Not'' simply as the "M320". It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.<br />
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler & Koch M320 with optional telescoping stock - 40x46mm]]<br />
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]<br />
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]<br />
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]<br />
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]<br />
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]<br />
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
==Milkor MGL==<br />
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.<br />
<br />
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like <i>Ready or Not</i>'s inspiration game ''[[S.W.A.T. 4]]''.<br />
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]<br />
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]<br />
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]<br />
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]<br />
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]<br />
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]<br />
<br />
=Grenades=<br />
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.<br />
<br />
==M7A3 CS Gas Grenade==<br />
The [[M7 CS gas grenade]]s appears in-game as just the "CS Grenade", although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.<br />
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]<br />
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]<br />
<br />
==M84 Stun Grenade==<br />
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. <br />
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]<br />
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]<br />
<br />
==Model 9590 Stingball==<br />
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the "Stingball Grenade" and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.<br />
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]<br />
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]<br />
<br />
=Other=<br />
==VKS==<br />
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the "R7 Launcher". A semi-auto-only pepperball launcher, the VKS's rails allow for a degree of customization.<br />
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]<br />
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]<br />
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]<br />
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]<br />
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]<br />
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down "R" to check that the pepperball magazine is still in one piece.]]<br />
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]<br />
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]<br />
<br />
==M26 Taser==<br />
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named "TASER", as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.<br />
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]<br />
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]<br />
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]<br />
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]<br />
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]<br />
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]<br />
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]<br />
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
=Unusable Weapons=<br />
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future.<br />
<br />
==Handguns==<br />
===Colt M1911===<br />
An old-school [[Colt M1911A1]] appears as a suspect weapon in ''Ready or Not''.<br />
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]<br />
[[File:RoN M1911A1.jpg|600px|thumb|none]]<br />
<br />
===Glock 18===<br />
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label "G18 AUTO". <br />
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]<br />
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It appears to be an actual Glock 18, and not a conversion, as evidenced by the slide mounted selector switch on.]]<br />
<br />
===Glock 19 (Gen 4)===<br />
Prior to the January 2022 update, the 4th Generation [[Glock 19]] was usable by the player under the "G19" name. It also was formerly seen in the hands of suspects, but after subsequent updates, both were replaced by the 5th Generation Glock 19. It is equipped with Glock aftermarket 3-dot night sights and OD Green frame. A version with a stovepipe malfunction still appears as evidence next to its deceased owners on the levels "Thank You, Come Again" and "Greased Palms".<br />
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]<br />
[[File:RoN G19g4 prop1.jpg|thumb|none|600px|A deceased armed civilian in the 4U diner with the pistol.]]<br />
[[File:RoN G19g4 prop2.jpg|thumb|none|600px|A dead Los Locos Del Pacificos gangster with his Glock.]]<br />
[[File:RoN G19g4 prop3.jpg|thumb|none|600px|Closeup, the "Glock" title was later updated to "Used Glock". Note the primer incorrectly hasn't been struck.]]<br />
<br />
===Makarov PM===<br />
The [[Makarov PM]] appears in ''Ready or Not'' simply as the "MAKAROV" and used by low-level suspects. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. <br />
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]<br />
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]<br />
[[File:FileReadyorNot Makarov 03.jpg|thumb|none|600px|A Russian mobster with the Makarov at the Caesar's Cars dealership.]]<br />
[[File:ReadyorNot Makarov 01.jpg|thumb|none|600px|Presumably desperate due to the ammunition export ban, this man has resorted to stealing cash to fund his 9x18mm addiction.]]<br />
[[File:ReadyorNot Makarov 02.jpg|thumb|none|600px|Other side of the pistol.]]<br />
<br />
===Walther PPQ===<br />
The [[Walther PPQ]] appears as a suspect weapon.<br />
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]<br />
<br />
===Walther PP===<br />
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.<br />
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]<br />
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]<br />
<br />
===SIG P250 Compact===<br />
While currently an unused police weapon in the files, a [[SIG P250 Compact]], simply named "P250" in game, is seen used by most suspects in the recently added Los Suenos Postal Service level.<br />
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm Parabellum]]<br />
[[File:RoN P250.jpg|600px|thumb|none|There are a surprising amount of these found upon most suspects in the post office. Others are usually armed with a Beretta 92FS, and the occasional M1911A1.]]<br />
<br />
===Beretta 92FS===<br />
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an "M9A1" in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.<br />
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]<br />
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]<br />
<br />
==Submachine Guns==<br />
===Calico M950===<br />
The [[Calico M950]] was added in version 1.0 and strangely appears in the hands of low level suspects. <br />
[[Image:CalicoM950.jpg|thumb|none|350px|Calico M950 semi-automatic pistol - 9x19mm]]<br />
[[File:ReadyorNot CalicoM950 01.jpg|thumb|none|600px|A suspect with the big plastic on his hip.]]<br />
[[File:ReadyorNot CalicoM950 02.jpg|thumb|none|600px|A different perp with the Calico.]]<br />
[[File:ReadyorNot CalicoM950 03.jpg|thumb|none|600px|Aiming. Note the magazine correctly has the "9mm Only" marking, but instead of "Calico" being written on it, "Portinari" is written instead (perhaps referring to Candido Portinari?).]]<br />
[[File:ReadyorNot CalicoM950 04.jpg|thumb|none|600px|Other side.]]<br />
<br />
===IMI Uzi===<br />
The [[Uzi]] appears in ''Ready or Not'' simply as the "UZI", commonly used by both low and high-level suspects. <!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--><br />
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]<br />
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|Pre-release image with an Uzi of a dead suspect on the floor.]]<br />
[[File:RoN TEC-9 & Uzi.jpg|thumb|none|600px|The Uzi as seen in the current version of the game.]]<br />
[[File:Ronthehanduzi 1.jpg|600px|thumb|none|A member of the terrorist cell "The Hand" with the Uzi.]]<br />
<br />
===Intratec TEC-9===<br />
The [[TEC-9]] appears in ''Ready or Not'' simply as the "TEC-9" and commonly used by low-level suspects, including sometimes as a backup to another primary. <br />
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]<br />
[[File:RoN TEC-9 & Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]<br />
[[File:Rontec9 1.jpg|thumb|none|600px|A gas station robber with the TEC-9.]]<br />
[[File:Rontec9 2.jpg|thumb|none|600px|Ditto while aiming showing the other side.]]<br />
<br />
===Smith & Wesson 76===<br />
The [[Smith & Wesson M76]] appears in ''Ready or Not'' simply as the "M76" and is used by high-level suspects.<br />
[[Image:Sw76-1.jpg|thumb|none|450px|Smith & Wesson M76 with stock extended - 9x19mm]]<br />
[[File:RoN M76.jpg|600px|thumb|none|Judge wondering whether or not he should stash one of these potentially cut weapons for himself before it's inevitably gone.]]<br />
<br />
===Walther MPL===<br />
The [[Walther MPL]] appears in ''Ready or Not'' simply as the "MPL" and is used by high-level suspects, particularly those of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it made a smidge of sense for Cherryessa's placeholder survivalists when they were on the map. The current suspects not so much.<br />
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm Parabellum]]<br />
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]<br />
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]<br />
[[File:ReadyOrNot MPL 01.jpg|600px|thumb|none|One of the "Carriers of the Vine" cultists on Cherryessa Farm armed with an MPL.]]<br />
[[File:ReadyOrNot MPL 02.jpg|600px|thumb|none|The other side.]]<br />
[[File:ReadyOrNot MPL 03.jpg|600px|thumb|none|Close-up of the port. Instead of "Walther", the text inside the logo says "Shadilay", in reference to the song by PEPE.]]<br />
<br />
==Shotguns==<br />
===12 Gauge Double Barreled Sawed-Off Shotgun===<br />
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon used by low-level suspects.<br />
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]<br />
[[File:RoN Sawed off.jpg|600px|thumb|none|Always found on at least one suspect in the gas station. It's not entirely clear as to what this side-by-side in particular one is modeled after.]]<br />
[[File:Rondoublebarrel 1.jpg|600px|thumb|none|One of the gas station robbers with the shotgun.]]<br />
<br />
===Ithaca Model 37===<br />
The [[Ithaca 37]] appears in ''Ready or Not'' as the "M37", and used by low and high-level suspects. <br />
[[File:IthacaModel37.jpg|thumb|none|300px|Ithaca 37 Riot Version - 12 gauge]]<br />
[[File:20231223012333 1.jpg|thumb|none|300px|A Russian mobster armed with the Ithaca Model 37 in the reworked Port Hokan. Note he holds it as if it has a pistol grip.]]<br />
<br />
===Izhmash KS-K===<br />
The [[Saiga-12|Izhmash KS-K]] is used by mid level suspects, labelled in game as the "Saiga 12".<br />
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]<br />
[[File:RoN Vepr12 evidence.jpg|thumb|none|600px|The KS-K shotgun as seen through NODS. Note the handguards and stock that identify it from the [[Vepr-12]].]]<br />
<br />
===Mossberg 590===<br />
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the "M590-A". It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious "Non-Lethal" versions that fire beanbags.<br />
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 "Special"- 12 gauge]]<br />
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled its owner, Judge gazes upon a full stock 590 in the wild.]] <br />
<br />
===Remington 870===<br />
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as "870 CQB".<br />
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]<br />
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590s on the same map.]]<br />
<br />
===Winchester Model 1897 "Trench Gun"===<br />
The [[Winchester Model 1897|Winchester Model 1897 "Trench Gun"]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as "M37", presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].<br />
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 "Trench Gun" - 12 gauge.]]<br />
[[File:RoN M1897 suspect.jpg|thumb|none|600px|The Model 1897 in-game, dropped by a suspect with an affinity for WWII history.]]<br />
[[File:ReadyOrNot 1897 01.jpg|thumb|none|600px|One of the "Carriers of the Vine" cultists on Cherryessa Farm armed with an 1897.]]<br />
[[File:ReadyOrNot 1897 02.jpg|thumb|none|600px|Other side.]]<br />
[[File:ReadyOrNot 1897 03.jpg|thumb|none|600px|Close-up of the port.]]<br />
<br />
==Rifles==<br />
===AKMN===<br />
The [[AKM|AKMN]] appears in the hands of high level suspects. All of the AKMN models appear to have AK-47-like smooth dust covers.<br />
[[File:AKMN.jpg|thumb|none|400px|AKMN - 7.62x39mm]]<br />
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]<br />
[[File:RoN AKMN 01.jpg|thumb|none|600px|Wannabe [[Better Call Saul - Season 4|Lala Salamenca]], ''Miguel Ramirez'', with the AKMN at Caeser's Cars dealership.]]<br />
[[File:RoN AKMN 02.jpg|thumb|none|600px|Other side of the rifle. Note the not-Izhevsk proof mark, with an exclamation point instead of arrow.]]<br />
[[File:Ronthehandakm 2.jpg|600px|thumb|none|A "The Hand" terrorist aiming his AKMN in the level "Relapse".]]<br />
<br />
===AK-101===<br />
The [[AK-101]], which previously appeared in the 2020 PVP build, appears exclusively in the hands "The Hand" during the "Neon Tomb" nightclub level. They are all outfitted with TDI Arms handguards, although they lack attachments.<br />
[[File:AK101.jpg|thumb|none|400px|AK-101 - 5.56x45mm]]<br />
[[File:ReadyOrNot AK74M 01.jpg|600px|thumb|none|He isn't here to party.]]<br />
[[File:ReadyOrNot AK74M 02.jpg|600px|thumb|none|One of the terrorists inspects the other side of his AK-101. Note in some of the idle voice lines, members of the terror cell will complain about their weapons being sub-standard and jamming, though the weapons jamming isn't seen during gameplay.]]<br />
<br />
===AK-103===<br />
The [[AK-103]] appears in the hands of Russian mobsters in the "Buy Cheap, Buy Twice" level and occasionally in the "Keepers of the Vine" level. It was previously seen on the pre-1.0 "Hide and Seek" Port Hokan map. The models have fixed synthetic stocks, a feature of some American-made AK-103 clones that have fixed receiver rear trunnions.<br />
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]<br />
[[File:ReadyorNot AK103 mobster1.jpg|thumb|none|600px|A mobster-mechanic with the AK-103 rifle.]]<br />
[[File:ReadyorNot AK103 mobster2.jpg|thumb|none|600px|A tatted-up mobster with the rifle and its invisible flashlight.]]<br />
[[File:ReadyorNot AK103 mobster3.jpg|thumb|none|600px|Closeup of the receiver. Note the lack of hardware used for folding the stock.]]<br />
<br />
===AKS-74U===<br />
The [[AKS-74U]] is frequently seen in the hands of "The Hand" terrorists.<br />
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:Ronaks74u 1.jpg|600px|thumb|none|A member of "The Hand" holds an AKS-74U. The magazine seems slightly shorter than a standard magazine but longer than a 20-round one.]]<br />
[[File:RoN AKS74U hip.jpg|thumb|none|600px|A Russian mob mechanic smokes through his welding mask with the AKS-74U at his hip.]]<br />
<br />
===ArmaLite AR-180===<br />
The [[ArmaLite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon, used by low-level robbers on certain levels. A rather odd choice, as AR-180s are relatively uncommon and highly collectible rifles in the modern day.<br />
[[File:Armalite-AR18.jpg|thumb|none|450px|ArmaLite AR-18 - 5.56x45mm NATO]]<br />
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]<br />
[[File:Ronar180 1.jpg|600px|thumb|none|A "Mariposa Lily Order" cult member holds the AR-180 (with his left hand clipping through the magazine). This appears to be their standard assault rifle.]]<br />
[[File:Ronar180 2.jpg|600px|thumb|none|Ditto but on the left side.]]<br />
[[File:Ar180ronpromoa.jpg|600px|thumb|none|Official promotional art featuring a MLO operative with the AR-180.]]<br />
<br />
===Colt CSR-1516===<br />
A competition style [[AR-15]] is used by "Left Behind" terrorists in the "Ides of March" level and school shooters in the "Elephant" level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct trigger guard. They are always fitted with Aimpoint CompM2 red dot sights on risers.<br />
[[File:ColtCSR1516iimage.jpg|thumb|400px|none|A CSR-1516 with 20-round magazine - 5.56x45mm]]<br />
[[File:ColtM4.jpg|thumb|none|400px|A Colt M4A1 for comparison - 5.56x45mm]]<br />
[[File:Roncsr1516 1.jpg|thumb|600px|none|A member of "The Left Behind" domestic terrorist group with the CSR-1516. This appears to be their standard assault rifle in this level.]]<br />
[[File:Roncsr1516 2.jpg|thumb|600px|none|Another member holds the gun, showcasing the left side of it.]]<br />
[[File:RoNCSR1516 03.jpg|thumb|600px|none|One of the school shooters with the 1516, showing the standard AR-15 upper and lower.]]<br />
<br />
===M16A4===<br />
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It can be found as one of the rifles that needs to be secured in the Brisa Cove level. It can also occasionally be found by some suspects on Port Hokan.<br />
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]<br />
[[File:RoN M16A4.jpg|600px|thumb|none|Judge finds yet another piece of potential cut content, maybe he could also stash it like that S&W M76 he found earlier....]]<br />
<br />
===Heckler & Koch G3A3===<br />
The [[Heckler & Koch G3]] appears in-game as an NPC weapon only, used specifically by the high level terrorist cell "The Hand".<br />
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO]]<br />
[[File:Ron G3A3.jpg|600px|thumb|none|A G3A3 also found in the hospital level, fitted with a weapon light secured by hopes and dreams.]]<br />
[[File:Ronthehandg3 1.jpg|600px|thumb|none|A member of "The Hand" runs with his G3.]]<br />
[[File:Rong3 2.jpg|600px|thumb|none|Note the invisible flashlight with light still protruding from the barrel alongside his thumb clipping into the handguard.]]<br />
<br />
===FN FAL===<br />
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels.<br />
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]<br />
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An early render of an officer in RoN with the SA-58, fitted with a top cover rail and a standard plastic handguard over the in-game tri-rail.]]<br />
[[File:RoN FAL.jpg|600px|thumb|none|Judge looks on the interesting armament of the local Russian mafia, following the takedown of its user.]]<br />
<br />
===M14 Rifle===<br />
The [[M14]] appears in ''Ready or Not'' simply as the "M14". It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.<br />
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]<br />
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in its synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]<br />
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]<br />
[[File:Ronm14 1.jpg|600px|thumb|none|A "Mariposa Lily Order" marksman with the rifle. Certain long rifles seem to cause the suspect's hands to glitch out like this.]]<br />
<br />
===M24 Sniper Weapon System ===<br />
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name "USED MARKSMAN RIFLE", and can only be found in the "Brisa Cove" level. The in-game model features a Harris bipod.<br />
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]<br />
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]<br />
<br />
==Machine Guns==<br />
===M249 Para===<br />
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the "M249", and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the "Brisa Cove" level.<br />
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]<br />
[[File:RoN M249para 01.jpg|600px|thumb|none|A member of the "Left Behind" with the M249 Para.]]<br />
[[File:RoN M249para 02.jpg|600px|thumb|none|Closeup of the stock on one used by another terrorist.]]<br />
[[File:RoN M249para 03.jpg|600px|thumb|none|Yet another terrorist with one, this one attempting to eat the rear sight. The proximity of the weapon to his face while aiming might have to do with the programming for NPC aiming usually being for weapons with longer stocks.]]<br />
<br />
===RPD===<br />
The [[RPD]] appears in ''Ready or Not'' simply as the "RPD" and is used by various high-level suspects.<br />
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]<br />
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]<br />
[[File:Ronrpd 1.jpg|thumb|none|600px|A member of 'The Hand" with the RPD.]]<br />
<br />
==Other== <br />
===RGD-5 Fragmentation Grenade===<br />
The [[RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects.<br />
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]<br />
[[File:Ronrgd-5 1.jpg|thumb|none|600px|A closer view of the grenade.]]<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Crime]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:RON_870MCSBreacher_3.jpg&diff=1637457File:RON 870MCSBreacher 3.jpg2023-12-23T14:53:12Z<p>Fine cuisine: </p>
<hr />
<div></div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:RON_870MCSBreacher_2.jpg&diff=1637456File:RON 870MCSBreacher 2.jpg2023-12-23T14:53:01Z<p>Fine cuisine: </p>
<hr />
<div></div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:RON_870MCSBreacher_1.jpg&diff=1637455File:RON 870MCSBreacher 1.jpg2023-12-23T14:52:51Z<p>Fine cuisine: </p>
<hr />
<div></div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:RON_870MCSBreacher_0.jpg&diff=1637454File:RON 870MCSBreacher 0.jpg2023-12-23T14:52:36Z<p>Fine cuisine: </p>
<hr />
<div></div>Fine cuisinehttps://www.imfdb.org/index.php?title=Talk:Franchi_SPAS-12&diff=1636406Talk:Franchi SPAS-122023-12-18T11:19:06Z<p>Fine cuisine: /* FIE Corp VS American Arms Inc.??? */</p>
<hr />
<div>=Additional Images=<br />
==Screen-Used==<br />
[[Image:JurassicPark-SPAS12-1-HeritageAuction.jpg|thumb|450px|none|A screen-used Franchi SPAS-12 (12 gauge) from ''[[Jurassic Park]]''; the weapon pictured here is one of the actual screen-used SPAS-12s from the film, as it appeared in a [https://entertainment.ha.com/itm/movie-tv-memorabilia/spas-shotgun-prop-from-jurassic-park/a/997049-2531.s?ic4=ListView-ShortDescription-071515 2018 Heritage Auction listing].]]<br />
==Other Images==<br />
[[File:SPAS-12 with no butt hook.jpg|thumb|none|400px|Franchi SPAS-12 with no butt hook and sling, folding stock extended - 12 gauge.]]<br />
[[File:SPAS-12 with folded stock, butt hock and sling.jpg|thumb|none|400px|Franchi SPAS-12 with folded stock, butt hook and sling - 12 gauge.]]<br />
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=Discussion=<br />
is it just me or are we seeing less and less of the Franchi SPAS-12<br />
:Yup, and the AA12 has taken its place. At least the AA12 isn't heavy and useless-[[User:S&amp;Wshooter|S&amp;Wshooter]] 21:50, 30 March 2010 (UTC)<br />
<br />
- Plus the Benelli M3 gave us the same gun without being quite as heavy or bulky. Still, the SPAS will always have that eternal beefy and badass look to it - Which is the main reason it was used so much. [[User:StanTheMan|StanTheMan]] 00:45, 31 March 2010 (UTC)<br />
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:It's really strange to me that the AA12 has become the latest, coolest auto-shotgun of choice in movies lately, considering that the design is actually ''older'' than the SPAS-12. But yes, Hollywood definitely loves the SPAS, or did. They were still appearing in tons of movies long after Franchi discontinued them. I kinda wish the SPAS-15 had caught on, but no go. -[[User:MT2008|MT2008]] 01:32, 31 March 2010 (UTC)<br />
:I held a Spas 12 last year and it seems to be heavier than my AR. I still have no clue why people love them so damn much-[[User:S&amp;Wshooter|S&amp;Wshooter]] 02:36, 31 March 2010 (UTC)<br />
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is the look, it has a intimidating appearance.<br />
The AA12 looks cool and could be a effective weapons system. I don't see modern army adopting as a main rifle, because it the size of a rifle but don't have the range. Rex095<br />
:I'd imagine that no one is going to adopt it as a main rifle because IT'S NOT A RIFLE TO BEGIN WITH.--[[User:PistolJunkie|PistolJunkie]] 07:53, 31 March 2010 (UTC)<br />
:He meant as a main infantry individual firearm, don't pick on words.<br />
::Doesn't matter. [[User:PistolJunkie|PistolJunkie]] was correct. A shotgun will NEVER be a main infantry weapon anyway. So the initial comment was weird. [[User:MoviePropMaster2008|MoviePropMaster2008]] 20:16, 23 September 2010 (UTC)<br />
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I have the Franchi SPAS 12 in my armory. It sucks. Seriously. It's hard to rack rounds on pump action and it tends to jam on semi auto action (either LIVE rounds at the range or blanks rounds with a BFA doesn't matter, it is still really finicky). It tried hard to be the best of both worlds and sucks at both. It's heavy, clunky and is hard to use. Why do you see so many times in films it's used ONLY as a pump action shotgun? because the semiauto action sucks and jams. What I dont' understand is why Franchi didn't just make a dedicated pump action shotgun that LOOKED like the SPAS12 (to get around the stupid "Assault weapon bans" in various states in the US), cut down on the weight and make the action smooth and light. Just the bad ass looks alone would have been a selling point. :) [[User:MoviePropMaster2008|MoviePropMaster2008]] 20:14, 23 September 2010 (UTC)<br />
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Pfff. i don't care if it looks badass. it a useless hunk of metal. you want a Better, comparible weapon? benelli M3T, ligghter, sleeker, RELIABLE, nearly any shotgun in a combat test would beat a SPAS. For something scary or bad ass that is a better choice for movies? Saiga 12k, Protecta, striker, HS model 10A or a USAS-12. But they picked the SPAS. i was offered to shoot one at a gun convention and i passed. because the SPAS is 9 odd pounds of ''Scheisse'' [[User:SargeOverkill]]<br />
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Guess I'm the only one on this site who loves the SPAS 12. :( 9 pounds, pfff, that's not much at all, the AA12 is probably heavier and it's bulkier than the SPAS 12 to boot (not that the AA12's bad in any way). did you know that heavier shotguns are much easier to control and maintain while firing than say, 6 to 7 pound shotguns. Well MoviePropMaster2008 I think you got a lemon SPAS 12 (I bet you can find a lemon Benelli M1014 (my next favorite shotgun) and it's one of the most reliable shotguns in the world!), I've heard from other sources that the SPAS 12 is very reliable, it's possible you have a civilian version (Sporting Purpose Automatic Shotgun), which is probably inferior to the Military version (Special Purpose Automatic Shotgun). I love the SPAS 12 and all it's heavy bulkiness, and you won't make me think differently. :) I not saying its the best shotgun ever but its diffidently a great one. Try talking to actual SPAS 12 users and see what you get. Oh by the way, Protecta/Striker suck because they take way to long to reload and I've heard the USAS-12 isn't very reliable. What's a HS Model 10A? The SPAS 12 being finicky, 1911 pistols can also be finicky but people still love them and carry them into combat.<br />
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::Wait a minute. ''' DO YOU OWN ONE?''' If you don't then you don't hold much sway over those who actually own the shotgun. Also, you asked what an HS10A was. It stands for High Standard Model 10A, which was one of the FIRST bullpup auto shotguns in production. But I wait to see if you own one, and whether or not it is a civilian one or a military one. And also, identify yourself when you post :) [[User:MoviePropMaster2008|MoviePropMaster2008]]http://www.imfdb.org/wiki/File:HIghStandardM10Shotgun.jpg<br />
http://www.imfdb.org/wiki/File:High_standard_10_SHG.jpg<br />
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:That's cool, but it doesn't look as "scary or bad ass" as the SPAS 12 though. Unfortunately, no, I do not own a one (god I wish I did, I'm too poor), :( but don't count me out. :| Sorry, I just know a lot of stuff about the SPAS 12. My sources are reliable and non-biased. I still think you just got a bad SPAS 12 though. Fussing at me about the liking the SPAS 12, is like fussing at someone for liking the Browning HP or the Colt 1911 80s series instead of the Beretta 92FS or the HK USP45 (The former is technically better than the latter).<br />
::I own two Franchi SPAS-12s and have handled SIX. Fussing at you because you like the gun? No. Fussing at you because you're arguing like you know what you're talking about. Yes. It is amazing that you have such a strong opinion of a firearm you don't own and possibly have never even touched or fired. [[User:MoviePropMaster2008|MoviePropMaster2008]] 06:54, 24 September 2010 (UTC)<br />
:::Wit one moment... "Military" and "Civilian" Versions? I thought the reason for the "Special Purpose" vs "Sporting Purpose" terminology was because Franchi changed it to be more press-friendly. As far as I knew, they were the same damn gun. Also, anon editor; 9 pounds doesn't look like much on paper, but you compared it to a much larger weapon. Go ahead, pick up a SPAS-12 and try not to feel revolted by the weight. I can also assume that you've never tried operating the "controls" on one. It's like Franchi would rather you never be able to even pump the damn thing. (sorry, MPM08, I don't ''own'' one either, but I did get the... "privilege"... to try one out).--[[User:PistolJunkie|PistolJunkie]] 15:12, 24 September 2010 (UTC)<br />
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::- I've read plenty of stuff about the SPAS, and from what I gather, the overall quality and practicality of the gun is questionable at best. I've read several things and notes, some good and some bad, and 'seems questionable' is the overall opinion I make. I won't ever have a valid personal opinion of my own until I try one out for myself - and until then, I will speak with no certainty of any kind about the SPAS. I will say that the others have a point about the weight though - 9 lbs is actually quite heavy for a shoulder-arm, especially for one you might have to lug around for a while. Nonetheless, nobody's trying to discount you because you like them. I think it does look cool and awesome, and like it to that extent myself. But I think the same way about a number of guns, some of which are no better than the SPAS in terms of practical use. Good aesthetics is nice but it doesn't automatically equal a great firearm. Like you, I'd still like to handle one, if only to see for myself whether or not it is that bad. In the end, I will give MPM's word some considerable weight, as the man has handled more firearms than I can even count (and indeed owns about that many). To Franchi's credit, I will give them a bit of a break for trying to be somewhat innovative. Even if it didn't work all that well in the case of the SPAS, it helped pave the way for the Benelli M3 and probably helped some other concepts as well that do work. But overall, in a practical sense, the weapon is not the most desirable from what I've read. Again, that's my own view though. [[User:StanTheMan|StanTheMan]] 18:23, 24 September 2010 (UTC)<br />
:Thanks StanTheMan my head was about to explode. :) I am diffidently giving MPM's word some considerable weight. Frankly, I don't give a damn about weight. A fully kited M16A4 or other like assault rifles weighs 10 pounds or even more, a milled receiver AK-47 type III weighs over 10 pounds, and a Thompson Sub Machine Gun weighs almost 14 pounds! I don't even know how much an AA12 weighs, 10 to 16 pounds. revolted by the weight, please. And I can't sign because I don't have an account, and I don't know if I want one anymore, because every gun page I go on everybody hates every gun, the 92FS, 1911, G36, MP5, Tommy Gun etc. God the SPAS 12 isn't like the L85A1 or something.<br />
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Look, the SPAS is an awful weapon. the Irish Army Rangers figured that out pretty quick and booted it in favor of the Benelli M3T. the Striker and protecta are meant for lightning assault and ambushes. USAS is a very well made shotgun. the High Standards Model 10A is a very innovative shotgun. the Saiga 12K is the BEST shotgun in my mind, Semi Auto, Magazine Fed, Reliable and light. it is much better than the SPAS. i can think of nearly 15+ shotguns that would beet the SPAS in nearly any category. and by the way Badassness is not a real category-[[User:SargeOverkill]]<br />
:I thought people gave up SPAS 12 because it was "big and heavy" not because it was unreliable. Kinda like the Navy SEALs gave up the Mark. 23 because it was "big and heavy".<br />
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no, the SPAS was dumped because the IAR decided it was unreliable and not worth the price. then the adopted by the M3t. BTW you right about the MK23 but that was a reliable pistol. plus the P226, the MK23 replacement held more ammo. which was good for Log Range Recon patrols.-[[User:SargeOverkill]]<br />
:That sucks, the SOCOM only holds three less rounds and it's a very controllable and accurate .45<br />
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I agree. A very good .45 is the HK45-[[User:SargeOverkill]]<br />
:Not good as the MK23 though. :(<br />
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Well, at least I have the Benelli M1014/M4 to fall back on. :P -(The guy who liked The SPAS 12 and fussed about it but doesn't own one. :P) Edit: I just found out that the later model SPAS 12s in nearly new condition are very reliable with almost all types of shotgun ammunition in semi-auto and are much easier to pump, look here [http://www.thehighroad.org/showthread.php?s=c61939ed37126617a3e1a46d5f017e89&t=60729/ link] idk, what do you think. :)<br />
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I really hate these people that speak of experiance when they don't have any. No the MK23 isn't worth the price, neither is the USP or the HK45. If you want on my page is a link that sums up what I think of HK that is truthful.--[[User:FIVETWOSEVEN|FIVETWOSEVEN]] 20:51, 25 September 2010 (UTC)<br />
:What are you talking about! The MK23 is a great handgun, it's just kinda big and heavy. The USP may not be as accurate as the 92FS or the P220/P226 but it's a excellent and high quality handgun. What's your problem? Are you the same guy who hates the Beretta 92FS?<br />
::No, the Mk23 is a terrible handgun. It may be accurate and reliable, but there are ''dozens'' of other weapons that are just as reliable and accurate without being an awkward, oversized, poorly balanced foot-long piece of metal that costs $2,000. And how does him hating the MK.23 have anything to do with the 92F?--[[User:PistolJunkie|PistolJunkie]] 21:56, 25 September 2010 (UTC)<br />
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The guns that I hate are the ones that don't work and the newer HK guns. I'm pretty biased against them because of their overpriced guns and them crapping on the civilians. I think the 92 is a wonderful handgun. If you decide to make an account, answer this, how is the USP series worth the higher price? What makes it high quality?--[[User:FIVETWOSEVEN|FIVETWOSEVEN]] 23:43, 25 September 2010 (UTC)<br />
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:SIG-Sauer pistols cost just as much as H&K pistols. :| - [[User:Mr. Wolf|Mr. Wolf]] 00:06, 10 July 2011 (CDT)<br />
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My main argument with the heavy use of shotguns like the SPAS-12, USAS-12 and the AA-12 is how widespread they seem to be in use in films as though they are in the day to day armouries of various law enforcement or military units or, for that matter, civilians. This is especially since the SPAS has not been manufactured in eleven years, the USAS is classified as a destructive device and is therefore Class 3 never mind the availability of the AA 12. It would be more realistic, though less sexy I am sure, to use the Mossberg M590, Benelli M3 or M1014 or the classic Remington 870. --[[User:Charon68|Charon68]] 09:14, 10 December 2011 (CST)<br />
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:The Mossberg 590, Benelli M3, M1014, and the Remington 870 are my favorite shotguns and they ''are'' very sexy, especially the M1014. :) - [[User:Mr. Wolf|Mr. Wolf]] 10:15, 10 December 2011 (CST)<br />
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==Just protected this page==<br />
Don't like completely ANONYMOUS IP addresses arguing with folks. Once you get to a certain point of talking with (and more importantly arguing with IMFDB members) you had better make an account so that you have a contribution history. [[User:MoviePropMaster2008|MoviePropMaster2008]] 23:29, 25 September 2010 (UTC)<br />
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I'm surprised that this whole site isn't locked so that only people with accounts can post. That would weed alot of the idiots out.--[[User:FIVETWOSEVEN|FIVETWOSEVEN]] 23:40, 25 September 2010 (UTC)<br />
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::''I really hate these people that speak of experiance when they don't have any.''<br />
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::With all due respect, Mr. Five-Two-Seven, the fact that you've read Larry Correia's "HK. Because you suck." blog post doesn't make you any more "experienced" than most of the people on here (I posted that article for discussion on IMFDB's forum almost two years ago). You aren't even old enough to purchase long guns, let alone pistols. You really might want to stop running around and touting your own expertise; since you claim you hate other people who do it, it's hard not to think of you as a hypocrite. -[[User:MT2008|MT2008]] 00:32, 27 September 2010 (UTC)<br />
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I know it's a gun site but, FOOL(FIVETWOSEVEN) YOU JUST GOT OWNED IN THE FACE!-[[User:SargeOverkill]]<br />
Besides HK is an awesome firearms manufacturer.<br />
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Just because a manufacturer makes good products doesn't mean they can't be overhyped. -[[User:Anonymous|Anonymous]]<br />
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I guess thats true. anytime whether combat or just collecting you always diversify, don't just stick with your favorite brand. either way HK is preeeetty high up there on my list.-[[User:SargeOverkill]]<br />
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I can get guns that are just as accurate and reliable for much cheaper than a HK handgun. Also, what makes the MR556 better than a regular $1,000 AR 15? Yes they make good guns, but they are overpriced IMO. I may not have alot of experiance but I can still read history, they stopped selling trigger packs of G36 rifles because some departments were selling them on the civilian market and using them to convert their SL-8 rifles. I don't need to be 50+ years old and shooting all my life to see that a company has anti gun tendencies. I'll spend my money elsewhere thank you.--[[User:FIVETWOSEVEN|FIVETWOSEVEN]] 19:50, 10 January 2011 (UTC)<br />
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::You miss the point, FiveTwoSeven - nobody is trying to argue with you about the superiority or inferiority of H&K firearms. Not to mention that you are conflating the quality of their products with their "anti-gun" attitudes (those are two separate matters). My point is, it's so obvious that you are trying to sound superior even though you clearly are just taking Larry Correia's words in your mouth. You seem to think your opinion is worthy of respect that you haven't earned (''unlike'' him). In case you forgot, Larry himself pointed out in his "HK. Because you suck." blog post that he mostly just wants people to stop extolling firearms that they haven't shot. Even if you are right about H&K, you are still doing exactly what he warned against. Bottom line: You aren't Larry Correia, so stop trying to be. -[[User:MT2008|MT2008]] 09:14, 21 April 2011 (CDT)<br />
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==Butt hook==<br />
What is it for, exactly? [[User:Sentient6|Sentient6]] 14:42, 10 January 2011 (UTC)<br />
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Ok here's my thoughts on everything. The butt hook was designed for 1 handed shooting (crazy right) for use while handlking a prisoner or shooting out of a moving vehicle (damned crazy italien designers). In practical use the butt hook, much like thae rest of the SPAS is awkward and poorley excecuted. Which is why you never see the hook used much, if at all in movies. I think the one handed use was primarily for police use with rioat or bean bag rounds but it never really worked. I find the SPAS itself to be the ideal hollywood gun, as, lets be honest, it does look cool. But its too big and clunky, the pump is too heavy and the semi jams up all kinds of bad. I dont own one but i have (tried) to use one, and found the semi action stovepipes all too often (much like in Jurassic park infact). As for the pistol rant, I do love the Mk23 and would take it over the USP as the accuraccy on the 23 is unbelievable (and frankly out weighs the size issue), but if im going for a .45 ill go 1911 all the way.--[[User:Captain Snikt|Captain Snikt]] 17:48, 10 January 2011 (UTC)<br />
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== Is it possible? ==<br />
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On the the page for [[The Terminator]], one of the screencap descriptions says that the SPAS-12's folding stock is designed for the shooter to fire the gun with one hand. But now I am wondering, is it even possible to fire a SPAS-12 one-handed? (despite the fact that a 12-gauge shotgun blast would be a little too much for one-handed firing) Even though one-handed firing is discouraged outside the fantasy realm of movies, is it possible to fire the SPAS-12 one handed? --[[User:ThatoneguyJosh|ThatoneguyJosh]] 07:08, 20 April 2011 (CDT)<br />
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:It wouldn't surprise me if it was possible; it sounds like something which wouldn't be enormously practical or fun to do, mind you. [[User:Evil Tim|Evil Tim]] 07:25, 20 April 2011 (CDT)<br />
::Yes, It's possible to shoot shotguns with one hand, it just takes a bit of practice. I heard from reliable sources (aka, the [[Talk:12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Shotgun discussion page]]) that the recoil from a shortened shotgun (aka, a Mossbreg 590 Compact Cruiser, a Sawn-off DB shotgun, etc) is only a bit more than a .44 magnum revolver and another one said it also helps if your used to shooting .357 Mags or .44 Mags. So shooting a SPAS-12 one handed wouldn't be much of a problem, given it's almost 10 pound weight and that the hook attached to the stock is braced under your forearm. I have a extremely accurate replica of a SPAS-12 and holding it one handed with the stock folded is quite tricky but with the stock out and the hook braced under my forearm it is surprisingly balanced and point-able. - [[User:Mr. Wolf|Mr. Wolf]] 15:04, 20 April 2011 (CDT)<br />
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::It's possible. I've done it with my own SPAS-12 and it's actually not that bad. The hardest part is trying to keep it held up long enough to take aim and fire.[[User:Gato|Gato]] 13:37, 25 April 2011 (CDT)<br />
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== Ammo Compacity ==<br />
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I've noticed that the SPAS-12 has a short barreled version, yet I've never seen a note saying that this version has a lesser ammo capacity than the normal sized SPAS. Does a standard SPAS have a plug in the magazine tube causing the 2 to have an equal number of rounds? Or am I just missing something here? --[[User:Glockness Monster|Glockness Monster]] 23:53, 9 July 2011 (CDT)<br />
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:There's 8 and 6 round tube magazine versions; the shorty uses the 6-rounder. [http://en.wikipedia.org/wiki/File:SPAS_12_Fixed_Stock_and_Folding_Stock.JPG Here's Wikipedia's image of the two different tubes on two normal barrel length SPAS-12s]. [[User:Evil Tim|Evil Tim]] 03:30, 10 July 2011 (CDT)<br />
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Good to know, thank you sir. --[[User:Glockness Monster|Glockness Monster]] 22:55, 17 July 2011 (CDT)<br />
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:As a random aside, the one there with the short magazine tube is some sort of post-ban version; if you look carefully you can see it's actually a shorty version which has had what I think is a choke tube welded to the barrel to extend it. [[User:Evil Tim|Evil Tim]] 00:56, 18 July 2011 (CDT)<br />
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So it is illegal to own a short barrelled version. That is mildly disappointing. --[[User:Glockness Monster|Glockness Monster]]<br />
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:Wikipedia says the 6-round one with the fixed stock is due to shotgun import restrictions imposed by the BATF in 1989, I guess the folding stock / 8 round SPAS got dinged as a "military firearm" or something. Not illegal to own one, apparently the 24-inch ones with welded choke tubes are complying with ''UK'' shotgun laws. [[User:Evil Tim|Evil Tim]] 22:07, 19 July 2011 (CDT)<br />
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== Actually firing semiauto on film ==<br />
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I have to commend [[User:Phoenixent|Mr. Steve Karnes]] for actually getting it to fire self-load/semiauto in [[Virtuosity]], it was very impressive. That said, there is only one other instance AT ALL that I can think of where a SPAS actually fires semiauto (or appears to, at least), and that is in the fourth Halloween film (The Revenge of Micheal Myers). I wonder if that was another special blank modification of some kind or something. Of course it could just be editing trickery, I'm not sure really. Doesn't seem to be though. In any case, it is the real thing in Virtuosity and that is just very neat and rare and, though it's noted on the Virtuosity page(s) it still deserves a special mention. I meant to say this sooner but oh well, here ya go. Anyway, Excellent job sir. [[User:StanTheMan|StanTheMan]] 15:26, 24 July 2011 (CDT)<br />
:In ''[[The Wraith]]'' it also appears to be fired in semi-auto also. While a good portion of the scene is quick cuts, there are several shots of him firing it multiple times without going pump action Another thing that interesting is SPAS-12 used in the film, it has the overfolding stock and a full wood stock. --[[User:Predator20|Predator20]] 16:51, 24 July 2011 (CDT)<br />
http://www.imfdb.org/wiki/File:TW-SPAS12-1.jpg<br />
http://www.imfdb.org/wiki/File:TW-SPAS12-2.jpg<br />
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:I just saw a JCVD movie where a thug used it in semi-auto. Gonna screencap it now. - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 09:35, 4 August 2011 (CDT)<br />
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::There was definitely some semi-auto fire in Stargate SG1, season 5, episode 19: 'Menace'. Also in the season 3, episode 22: 'Nemesis' was the only example I can ever recall seeing of the folding stock actually being used. [[User:Pravda616|Pravda616]] 18:54 18/8/11<br />
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:::For the record, I've got my SPAS-12s to fire semi auto, but it's not that reliable. I can always get about 3 shots off before a malfunction. But that's not good enough for most directors ;) Sure I could spend a lot of effort refining it, but most directors just want the pump, primarily for 100% reliability for takes. It is seriously embarrassing to have a 'gun malfunction' of any type be responsible for a re-take on film. You don't know what dirty looks are until you're the one who is costing the production a ton of money for. Now I've been about to appreciate the pressure that's on actors who flub their lines. :) [[User:MoviePropMaster2008|MoviePropMaster2008]] 13:52, 10 December 2011 (CST)<br />
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== Hindrances to adoption: The unsafe safety and shotgun doctrine ==<br />
<br />
I notice that the article mentions that the original lever safeties are in fact [https://youtu.be/LlaOlqBC-yA?t=1m12s so flawed that they can cause the gun to fire when taken off of safe, without touching the trigger!] I don't know of any sources offhand that cite this being one reason for poor adoption, but I feel it's probably one reason.<br />
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Also, I'm under the impression that its poor adoption has been due to the fact that a dual-purpose shotgun is basically solving a problem that law enforcement bodies don't have under modern shotgun doctrines. I can't find a good source for this (Hopefully someone here has one or can correct me if I'm wrong!), but if I understand correctly most doctrines ensure that less-lethal rounds are only loaded into specifically-designated (and often painted) shotguns, and NEVER into shotguns loaded with lethal rounds. This is done because having a situation where a police officer can be unsure about whether less-lethal or lethal rounds are loaded in his shotgun is a tragedy waiting to happen.<br />
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I feel both of these are probably worth mentioning as reasons why the SPAS-12 was a (at least, relative to its screen presence) commercial failure, but wanted some feedback instead of adding it right away. [[User:Ontariotaku|Ontariotaku]] ([[User talk:Ontariotaku|talk]]) 13:02, 24 May 2018 (EDT)<br />
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== FIE Corp VS American Arms Inc.??? ==<br />
<br />
I stumbled upon [https://infinitemirai.wordpress.com/2021/06/14/call-of-duty-black-ops-cold-war-part-iii-review-and-reflection-behind-enemy-lines-in-moscow-and-cuba/ this statement]:<br />
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''"For the longest time, I used to wonder why games would portray the SPAS-12 with the distinct railing, and others would not. It turns out that the FIE Corp variant is seen here (which is also used in 007 Nightfire), with its stock folded up, whereas the other version (seen in The Division 2, Half-Life 2 and Agent Under Fire) is the American Arms Inc. fixed-stock version."''<br />
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I can't even comprehend what it was supposed to convey... maybe that SPASes made by one company where fixed stock and the ones by the other were foldable? Could anyone decipher this for me? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 02:54, 18 December 2023 (UTC)<br />
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:Thats basically what it means, yeah. FIE Corp imported the SPAS-12 with folding stocks before they got blocked by the ATF. One of the stipulations for American Arms importing SPAS-12s was the fixed stock. I highly doubt this means anything since the stock is interchangeable between the two versions, and the author seems to be incorrectly identifying the SPAS-12 variations that appears in those games. --[[User:Fine cuisine|Fine cuisine]] ([[User talk:Fine cuisine|talk]]) 11:19, 18 December 2023 (UTC)</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&diff=1635150Call of Duty: Modern Warfare III (2023)2023-12-13T10:42:18Z<p>Fine cuisine: /* Bushmaster ACR (.450 Bushmaster) */ dam, thought this was just a funny hand pose but apparently not</p>
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<div>{{WIP}}<br />
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{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare III''<br />
|picture=MwIII-2023.jpg<br />
|caption=''Official Box Art''<br />
|date=November 10, 2023<br />
|developer=Sledgehammer Games<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PlayStation 4<br>PlayStation 5<br>Xbox One<br>Xbox Series X/S<br>PC<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.<br />
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All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare III}}<br />
<br />
__TOC__<br clear=all><br />
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=Handguns=<br />
<br />
==Beretta 92FS==<br />
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the "Renetti". Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the "Raffica" in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.<br />
<br />
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]<br />
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]<br />
[[File:MWIII-Renetti.jpg|thumb|none|600px|The "Renetti" in an official render. Note the strange Glock-style double trigger.]]<br />
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic "Condition 3 Draw" when equipping the pistol.]]<br />
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]<br />
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]<br />
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated.]]<br />
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]<br />
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently "Silverfield Ordinance", the same one as MW19's Renetti based on the M9A3.)]]<br />
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]<br />
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the "fast hands" reload.]]<br />
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]<br />
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A "Renetti" mocked up to resemble the 93R.]]<br />
<br />
===CAA RONI===<br />
Using the "JAK Ferocity Carbine Kit" places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.<br />
<br />
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]<br />
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The "JAK Ferocity Carbine" conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]<br />
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]<br />
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]<br />
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on "Terminal".]]<br />
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]<br />
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]<br />
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]<br />
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]<br />
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a "Fast Hands" tactical reload (the perk now being integrated with the "Gunner Vest" or the "Mag Holster" gear). As such it may be referred to by one of these three names throughout the article.]]<br />
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the "Fast Hands" reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]<br />
<br />
==Glock 21C==<br />
The [[Glock 21]] appears under the name "COR-45". This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).<br />
<br />
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.<br />
<br />
The "XRK Pyre-9 Heavy Long Barrel" gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.<br />
<br />
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]<br />
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]<br />
[[File:MWIII-COR45.jpg|thumb|none|600px|The "COR-45", aka the "Cor blimey that's a terrible Glock".]]<br />
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]<br />
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]<br />
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]<br />
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]<br />
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]<br />
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]<br />
[[File:MWIII G40 3rdc.jpg|thumb|none|600px|Operator Izzy with the Glock. The sights are incorrectly in the spot they were on the standard slide, instead of moved to the front of the slide. Note the threaded barrel.]]<br />
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.]]<br />
<br />
===Glock 21C (in carbine conversion kit)===<br />
Using the "XRK IP-V2 Conversion Barrel" places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the "XTEN TX-12 Handstop", the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.<br />
<br />
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]<br />
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The "XRK IP-V2" conversion of the "COR-45".]]<br />
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]<br />
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on "Estate".]]<br />
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]<br />
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]<br />
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]<br />
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]<br />
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the "Fast Hands" reload.]]<br />
<br />
==RSh-12==<br />
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the "TYR", the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the "Oden" (an alternate spelling of "Wōden", the Old English spelling of the name "Odin"). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.<br />
<br />
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]<br />
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]<br />
[[File:MWIII-Tyr.jpg|thumb|none|600px|The "TYR" in an official render. Note the significant differences between this weapon and the real one.]]<br />
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]<br />
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]<br />
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]<br />
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&W Model 500 from the previous game.]]<br />
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]<br />
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]<br />
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]<br />
<br />
===MTs-569===<br />
Using the "ZIU-16 Heavy Long Barrel" and the "ZLR Strelk Stock" converts the weapon into an approximation of the MTs-569 revolver carbine.<br />
<br />
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]<br />
[[File:MWIII MTS569.jpg|thumb|none|600px|The "TYR" with said modifications.]]<br />
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]<br />
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the "fast hands" reload.]]<br />
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]<br />
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]<br />
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]<br />
<br />
=Submachine Guns=<br />
<br />
==Beretta PMX==<br />
The [[Beretta PMX]] will be added in Mid-Season 1 as the "HRM-9".<br />
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]<br />
<br />
==Custom 9mm AR-15==<br />
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#"M4"|"M4"]] appears as the "AMR9", which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10"), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.<br />
<br />
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).<br />
<br />
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]<br />
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm NATO]]<br />
[[File:MWIII-AMR9.jpg|thumb|none|600px|The "AMR9" in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]<br />
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator "Blueprint" holds her 9mm AR on the legendary Rust.]]<br />
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]<br />
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]<br />
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]<br />
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]<br />
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]<br />
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]<br />
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the "Mag Holster" equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for "Operation 627" referred to it by its real name, "Scorpion Evo 3", however it has been changed to "Rival-9" which is then retained in the final game.<br />
<br />
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]] <br />
[[File:MWIII-Rival9.jpg|thumb|none|600px|The "Rival-9" in an official render.]] <br />
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on "Favela".]]<br />
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]<br />
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]<br />
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Tactically reloading after firing off some rounds into the nearby homes.]] <br />
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]<br />
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]<br />
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the "Fast Hands" reload.]]<br />
<br />
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]<br />
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the "Rival-C Clearshot Barrel" gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]<br />
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm]] <br />
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm]]<br />
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the "Rival IGS-800 Barrel" gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]<br />
<br />
==Heckler & Koch UMP45==<br />
A stylized [[Heckler & Koch UMP45]] appears as the "Striker". It reuses the model of the "Undertaker" blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.<br />
<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with Picatinny rails - .45 ACP]]<br />
[[File:MWIII-Striker45.jpg|thumb|none|600px|The "Striker" in an official render.]]<br />
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the "Striker". Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]<br />
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann & Meer'' text on the side, the in-universe analogue to Heckler & Koch.]]<br />
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]<br />
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]<br />
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized "Squad 404" inspired UMP45. When using the "Gunner Vest" gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]<br />
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]<br />
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC with Picatinny rails - .45 ACP]]<br />
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]<br />
<br />
==IMI Uzi==<br />
The [[IMI Uzi]] appears as the "WSP-9". It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.<br />
<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]<br />
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]<br />
[[File:MWIII-WSP9.jpg|thumb|none|600px|The "WSP-9". Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard & grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]<br />
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]<br />
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]<br />
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]<br />
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]<br />
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]<br />
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]<br />
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]<br />
<br />
===IMI Uzi (.45 ACP)===<br />
Using the "Broodmother .45 Kit" attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.<br />
<br />
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]<br />
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The "Broodmother .45" conversion of the "WSP-9". The wood stock is slightly stylized.]]<br />
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]<br />
<br />
==IMI Micro Uzi==<br />
The [[IMI Micro Uzi]] appears in the handgun class as the "WSP Stinger".<br />
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]<br />
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The "WSP Stinger" in an official image.]]<br />
[[File:Microuziextendedstock.jpg|thumb|none|450px|IMI Micro Uzi with stock extended - 9x19mm]]<br />
[[File:MWIII MicroUzi stockc.jpg|thumb|none|600px|The "WSP Stinger" fitted with the folding "Rampart-IV" stock.]]<br />
[[File:MWIII MicroUzi 01 equip.jpg|thumb|none|600px|Operator "Doc" chambering the Micro Uzi with her left hand when first equipping it.]]<br />
[[File:MWIII MicroUzi 02 Equip.jpg|thumb|none|600px|When using the "Rampart-IV" stock, the operator instead unfolds the stock with their left hand.]]<br />
[[File:MWIII MicroUzi 03 idle.jpg|thumb|none|600px|Idle with the Uzi, holding it in a low-centered-tilted position like most of the pistols across the ''Modern Warfare'' reboot series.]]<br />
[[File:MWIII MicroUzi 04 sights.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII MicroUzi 05 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]<br />
[[File:MWIII MicroUzi 06 reload2.jpg|thumb|none|600px|Cocking the bolt on empty. Due to a bug or developer oversight, the barrel has a bullet in the chamber.]]<br />
[[File:MWIII MicroUzi 07 equip.jpg|thumb|none|600px|The operator flicking the safeties off two Micro Uzis when first equipping them.]]<br />
[[File:MWIII MicroUzi 08 idle.jpg|thumb|none|600px|Idle with the SMGs. They can be fitted with the folding stock options even in this form.]]<br />
[[File:MWIII MicroUzi 09 reload.jpg|thumb|none|600px|Stylishly dumping the empty magazines by tossing the Uzis upward and catching them on their magazine releases.]]<br />
[[File:MWIII MicroUzi 10 akimboc.jpg|thumb|none|600px|"Doc" with the two SMGs. Note due to a bug her left hand is positioned as if she was holding a long rifle.]]<br />
<br />
==IWI Uzi Pro==<br />
The [[IWI Uzi Pro]] appears as the "WSP Swarm". Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail.<br />
<br />
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]<br />
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The "WSP Swarm" in an official image.]]<br />
[[File:MWIII UziPro 01 equip.jpg|thumb|none|600px|Chambering the SMG when first equipping it.]]<br />
[[File:MWIII UziPro 02 idle.jpg|thumb|none|600px|Holding the Uzi Pro.]]<br />
[[File:MWIII UziPro 03 aim.jpg|thumb|none|600px|The rear sight is quite low while aiming. This somewhat similar to the low rear sight of the [[Mini Uzi]] in ''[[Call of Duty 4: Modern Warfare]]''.]]<br />
[[File:MWIII UziPro 04 reload1.jpg|thumb|none|600px|Changing the magazine. Unlike the other two Uzi variants, the operator uses a conventional reload technique for the tactical reload.]]<br />
[[File:MWIII UziPro 05 reload2.jpg|thumb|none|600px|Cocking the side mounted charging handle on empty.]]<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]<br />
[[File:MWIII UziPro 06 akimbo1.jpg|thumb|none|600px|Pretending to flick the safeties off when first equipping the dual Uzi Pros. Unlike the Micro Uzi, the selectors are not animated so the player character simply moves their fingers over selectors already set to fire.]]<br />
[[File:MWIII UziPro 07 akimbo2.jpg|thumb|none|600px|Amusingly, optics can still be mounted on the weapons despite there being no way in-game to use them. Note the barrels have been customized to be shorter; the default barrel length and the shorter barrel options are somewhere in-between the real Uzi Pro barrel length.]]<br />
[[File:MWIII UziPro 08 akimbo3.jpg|thumb|none|600px|Dropping the magazines during an empty reload. Unfortunately there appears to only be a loaded magazine model. Note the "Hardened 9mm" rounds in the magazine.]]<br />
<br />
==LWRC SMG-45 (9mm conversion)==<br />
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the "Striker 9". Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann & Meer, the in-universe analogue to Heckler & Koch. Perhaps the weapon was originally intended to be a [[Heckler & Koch UMP|Heckler & Koch UMP-9]] but was changed during production. <br />
<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File:MWIII-Striker9.jpg|thumb|none|600px|The "Striker 9" in an official image.]]<br />
[[File:MWIII SMG9 01 equip.jpg|thumb|none|600px|HK slapping the SMG when first equipping it.]]<br />
[[File:MWIII SMG9 02 idle.jpg|thumb|none|600px|Idle. Visually most of the gun remains the same as its SMG-45 incarnation in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare 2019'']]...]]<br />
[[File:MWIII SMG9 03 aim.jpg|thumb|none|600px|...including the flip-sights.]]<br />
[[File:MWIII SMG9 04 reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[File:MWIII SMG9 05 reload2.jpg|thumb|none|600px|Locking the charging handle back on empty...]]<br />
[[File:MWIII SMG9 06 reload3.jpg|thumb|none|600px|...and gently releasing it into battery after changing the magazine.]]<br />
[[File:MWIII SMG9 07 reload4.jpg|thumb|none|600px|About to thumb the bolt release for the "Fast Hands" reload.]]<br />
[[File:LWRC SMG45.jpg|thumb|none|400px|LWRC SMG-45 - .45 ACP]]<br />
[[File:MWIII SMG9 stock.jpg|thumb|none|600px|Fitting the "Lachmann MK2 Light Stock" gives the SMG its proper stock. This particular build is based on [[https://xtremegunsandammo.com/shop/rifles-for-sale/lwrc-rifles-for-sale/lwrc-class-3-weapons/lwrc-smg-45 this image]].]]<br />
<br />
=Shotguns=<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] appears as the "Haymaker" (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the "Recon Haymaker", used by the Support Juggernaut.<br />
<br />
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The "Haymaker" in an official render.]]<br />
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]] <br />
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on "Estate".]] <br />
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]<br />
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]<br />
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]<br />
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the "Fast Hands" empty reload, operator uses their right index finger to release the bolt.]]<br />
<br />
==Remington 870==<br />
The "Lockwood 680" is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the "Model 680" from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the "FTAC Goliath XM250 Heavy Stock".<br />
<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]<br />
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The "Lockwood 680" in an official render.]]<br />
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]<br />
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]<br />
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]<br />
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]<br />
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]<br />
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the "fast hands" animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]<br />
<br />
=="Riveter"==<br />
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the "Riveter". It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the "M4 Platform ", most of the animations are shared with the "M4" from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the "Bruen Heavy Support Grip" with the "Kilo Short Barrel", the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).<br />
<br />
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]<br />
[[File:MWIII-Riveter.jpg|thumb|none|600px|The "Riveter" in an official render.]]<br />
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the "Riveter" on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]<br />
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the "AMR9".]]<br />
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]<br />
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the "tac-stance" to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]<br />
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]<br />
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]] <br />
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the "Fast Hands" reload, the operator thumbs the bolt release on empty instead.]]<br />
<br />
=Rifles=<br />
<br />
==AN-94/AK-74M hybrid==<br />
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the "SVA 545". The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of Season 1, the hyperburst fire mode is incorrectly listed as "semi-auto" mode, and removing the stock still uses the impossible "Iraqi reload" technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was aadded during Season 2 of ''MWII''. The animations for the rifle are all shared with the AK-105 from ''MWII''.<br />
<br />
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]<br />
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]<br />
[[File:SVA 545.jpg|thumb|none|600px|The "SVA 545" in an official image.]]<br />
[[File:MWIII sva 01 idle.jpg|thumb|none|600px|Andrei Nolan holds the hybrid rifle in a Konni training facility.]]<br />
[[File:MWIII sva 02 aim.jpg|thumb|none|600px|Using the flip-sights, which are slightly off-center due to the weapon sway.]]<br />
[[File:MWIII sva 03 reload2.jpg|thumb|none|600px|Using the Iraqi reload technique after emptying the magazine.]]<br />
[[File:MWIII sva 04 reload4.jpg|thumb|none|600px|Nolan uses his thumb to flick out the magazine for the "Fast Hands" reload instead. Note the "NT Quietus" integrated suppressor barrel modification, which removes the AN-94 barrel entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.]]<br />
[[File:MWIII sva 05 inspect1.jpg|thumb|none|600px|Checking the chamber...]]<br />
[[File:MWIII sva 06 inspect2.jpg|thumb|none|600px|...and again after running dry.]]<br />
<br />
==Bushmaster ACR==<br />
A [[Bushmaster ACR]] with tan furniture appears in-game as the "MCW". The weapon can be converted to fire .300 AAC Blackout ammunition by using the "JAK Raven Kit".<br />
<br />
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]<br />
[[File:MCW.jpg|thumb|none|600px|The "MCW".]]<br />
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]<br />
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]<br />
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]<br />
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]<br />
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]<br />
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]<br />
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the "Mag Holster" equipment, the bolt release is used instead.]]<br />
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The "JAK Raven" conversion of the "MCW"; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]<br />
<br />
==Bushmaster ACR (.450 Bushmaster)==<br />
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the "Sidewinder". In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to ".450 Huntsman" in the final release. Similarly to the "FTac Recon" introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.<br />
<br />
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]<br />
[[File:Mw3 acr450.jpg|thumb|none|600px|An official image of the left side view of the ACR in .450]]<br />
[[File:MWIII BushACR450.jpg|thumb|none|600px|A "Sidewinder" in-game modified to resemble the ACR in the above image.]]<br />
[[File:MWIII ACR450 01 idle.jpg|thumb|none|600px|Holding the rifle.]]<br />
[[File:MWIII ACR450 02 aim.jpg|thumb|none|600px|Aiming. The flip sights are identical to the other two models, with the only differences being how close the player's perspective is to the rear sight.]]<br />
[[File:MWIII ACR450 03 inspect.jpg|thumb|none|600px|DChecking the load in an animation similar to the equip one. The topmost round appears to clip into the barrel.]]<br />
[[File:MWIII ACR450 04 reload1.jpg|thumb|none|600px|Changing magazines.]]<br />
[[File:MWIII ACR450 05 reload1.jpg|thumb|none|600px|Flicking out the spent magazine on empty...]]<br />
[[File:MWIII ACR450 06 reload2.jpg|thumb|none|600px|...and tugging the charging handle after loading a new one.]]<br />
[[File:MWIII ACR450 07 reload3.jpg|thumb|none|600px|The operator about to (incorrectly) push up the bolt release; the bolt release on the ACR moves upwards to lock the bolt in place and should be pushed downwards to drop the bolt. Note that the operators' thumb clips into the button for a very brief moment before the bolt gets pushed (this is more noticeable when using a character with gloves).]]<br />
<br />
==Bushmaster ACR DMR==<br />
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the "MCW 6.8". The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to "6.8 Wrath", which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.<br />
<br />
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR). In both cases, the fire selector is set to full-auto.<br />
<br />
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]<br />
[[File:MWIII-MCW68.jpg|thumb|none|600px|The "MCW 6.8". Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as "6.8 Wrath".]]<br />
[[File:MWIII ACRDMR 01 equip.jpg|thumb|none|600px|Checking the chamber when first equipping/when inspecting the rifle.]]<br />
[[File:MWIII ACRDMR 02 idle.jpg|thumb|none|600px|Holding the rifle in front of a fazenda.]]<br />
[[File:MWIII ACRDMR 03 aim.jpg|thumb|none|600px|Using the flip-sights.]]<br />
[[File:MWIII ACRDMR 04 reload1.jpg|thumb|none|600px|Chamging the small magazines which somehow contain 20 rounds of 6.8x51mm.]]<br />
[[File:MWIII ACRDMR 05 reload2.jpg|thumb|none|600px|Loading a new magazine from empty (note the dropped bolt release, which unlike the other two ACR iterations isn't used for the "Fast Hands" reload).]]<br />
[[File:MWIII ACRDMR 06 reload3.jpg|thumb|none|600px|Pulling the folding charging handle. When using a scope, the operators' hand will sometimes clip into the side of the scope.]]<br />
<br />
==CZ 805 BREN A2==<br />
The [[CZ 805 BREN A2]] appears as the "MTZ-556". It has a fictional gas plug by default, but most barrel attachments (notably the "MTZ Natter Barrel" with a similar length to the base weapon) give it a correct CZ 805's gas plug. The "MTZ Skeletal Folding Stock" attachment is reminiscent of the early stock of the 1st gen CZ 805.<br />
If the player has a "Mag Holster" equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.<br />
<br />
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.<br />
<br />
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]<br />
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The "MTZ-556" in an official image.]]<br />
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the "MTZ" platform.]]<br />
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a "MTX-556".]]<br />
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]<br />
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]<br />
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]<br />
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]<br />
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]<br />
<br />
===CZ 805 BREN A1===<br />
The "MTZ Clinch Pro Barrel" turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].<br />
<br />
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]<br />
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]<br />
<br />
==CZ BREN 2 BR==<br />
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the "MTZ-762". It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.<br />
<br />
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]<br />
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The "MTZ-762" in an official image.]]<br />
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]<br />
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]<br />
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]<br />
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]<br />
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the "fast hands" reload.]]<br />
<br />
===CZ BREN 2===<br />
The "JAK Heretic Carbine Kit" converts it into a [[CZ BREN 2]] in 7.62x39mm.<br />
<br />
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9" barrel - 7.62x39mm]]<br />
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The "JAK Heretic Carbine" conversion of the "MTZ-762", which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]<br />
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]<br />
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]<br />
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]<br />
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the "fast hands" empty reload.]]<br />
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]<br />
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14" barrel - 7.62x39mm]]<br />
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]<br />
<br />
==CZ BREN 2 DMR==<br />
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the "MTZ Interceptor". By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.<br />
<br />
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]<br />
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The "MTZ Interceptor" in an official image.]]<br />
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized "Interceptor", built to resemble a stock BREN 2 DMR.]]<br />
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|Holding the rifle in Brazil.]]<br />
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]<br />
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]<br />
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]<br />
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the "fast hands" reload.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] appears as the "FR 5.56", returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block. As with many FAMAS iterations in ''Call of Duty'', it primarily fires in bursts. Unlike in ''MW2019'', the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from ''MWII''.<br />
<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]<br />
[[File:MWIII FAMASF1 01 equip.jpg|thumb|none|600px|Chamber checking when first equipping the rifle. This is identical to the one in ''MW2019'', and this animation is also used when inspecting the rifle.]]<br />
[[File:MWIII FAMASF1 02 idle.jpg|thumb|none|600px|Holding the rifle in an alleyway. Note the cut down carry handle, which has removed the protective siding for the iron sights.]]<br />
[[File:MWIII FAMASF1 03 aim.jpg|thumb|none|600px|The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.]]<br />
[[File:MWIII FAMASF1 04 selector.jpg|thumb|none|600px|Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.]]<br />
[[File:MWIII FAMASF1 05 reload1.jpg|thumb|none|600px|Changing magazines during a tactical reload.]]<br />
[[File:MWIII FAMASF1 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty during the "Fast Hands" empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation. Note the rail now stops before the front and rear iron sight, unlike in ''MW2019'', where the whole top of the rifle was railed.]]<br />
[[File:MWIII FAMASF1 07 empty.jpg|thumb|none|600px|Checking the empty chamber.]]<br />
[[File:MWIII FAMAS F1 FAMAS Valorise.jpg|thumb|none|600px|Pham Lan Minh with a FAMAS F1 and [[FAMAS Valorisé]].]]<br />
<br />
==FN SCAR-H (modified)==<br />
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the "TAQ Eradicator". Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. <br />
<br />
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the "TAQ-V"). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different "Tactique Verte" weapon family variants. <br />
<br />
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The "TAQ Eradicator" in an official render.]]<br />
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]<br />
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]<br />
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the "fast hands" reload.]]<br />
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]<br />
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]<br />
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]<br />
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]<br />
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]<br />
<br />
==Heckler & Koch G36==<br />
A [[Heckler & Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the "Holger 556". Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.<br />
<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]<br />
[[File:MWIII-Holger556.jpg|thumb|none|600px|The "Holger 556" in an official image.]]<br />
[[File:MWIII G36 01 idle.jpg|thumb|none|600px|Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the [https://www.camopedia.org/index.php/Greece lizard pattern] used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.]]<br />
[[File:MWIII G36 02 aim.jpg|thumb|none|600px|Using the iron sights. These sights are shared across the in-game "Holger" weapon family.]]<br />
[[File:MWIII G36 03 reload1.jpg|thumb|none|600px|About to insert a new magazine while retaining the old one.]]<br />
[[File:MWIII G36 04 reload2.jpg|thumb|none|600px|Cahmbering the G36 on empty. This is also the equip animation.]]<br />
[[File:MWIII G36 05 inspect1.jpg|thumb|none|600px|Inspecting the rifle with a full magazine and chambered round...]]<br />
[[File:MWIII G36 06 inspect2.jpg|thumb|none|600px|...and inspecting an empty rifle/magazine.]]<br />
<br />
===Heckler & Koch G36C===<br />
The rifle can be converted into a [[Heckler & Koch G36C]].<br />
<br />
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]<br />
[[File:MWIII G36C.jpg|thumb|none|600px|A "Holger 556" with the alternate barrel.]]<br />
<br />
==Heckler & Koch G36K==<br />
A [[Heckler & Koch G36K]] with a G36C carry handle appears in the light machine gun class as the "Holger 26", using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.<br />
<br />
[[File:HKG36KR.jpg|thumb|none|450px|Heckler & Koch G36KV with G36C carry handle - 5.56x45mm]]<br />
[[File:MWIII-Holger26.jpg|thumb|none|600px|The "Holger 26" in an official image.]]<br />
<br />
===Heckler & Koch MG36===<br />
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true [[MG36]] build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.<br />
<br />
[[File:MG36.jpg|thumb|none|450px|Heckler & Koch MG36 - 5.56x45mm]]<br />
[[File:MWIII MG36.jpg|thumb|none|600px|The modified "Holger 26" in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.]]<br />
[[File:MWIII MG36 01 equip.jpg|thumb|none|600px|Johnny MacTavish chambers the rifle during the equip animation.]]<br />
[[File:MWIII MG36 02 idle.jpg|thumb|none|600px|Holding the German machine gun in the Afghan heat.]]<br />
[[File:MWIII MG36 03 integratedoptic.jpg|thumb|none|600px|Looking through the integrated red dot sight.]]<br />
[[File:MWIII MG36 04 inspect1.jpg|thumb|none|600px|Checking the Beta C-Mag...]]<br />
[[File:MWIII MG36 05 inspect2.jpg|thumb|none|600px|...and then the right side of the gun.]]<br />
[[File:MWIII MG36 06 reload1.jpg|thumb|none|600px|Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.]]<br />
[[File:MWIII MG36 07 reload2.jpg|thumb|none|600px|Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.]]<br />
<br />
==Heckler & Koch SL8==<br />
The [[Heckler & Koch SL8]] is available in the marksman rifle class as the "DM56".<br />
<br />
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler & Koch SL8-4 - 5.56x45mm]]<br />
[[File:MWIII-DM56.jpg|thumb|none|600px|The "DM56" in an official image.]]<br />
[[File:MWIII SL8 01 equip.jpg|thumb|none|600px|Equipping the rifle.]]<br />
[[File:MWIII SL8 02 idle.jpg|thumb|none|600px|Frustrated by yet another workplace pizza party, "Byline" brings her SL8 to work.]]<br />
[[File:MWIII SL8 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII SL8 04 reload1.jpg|thumb|none|600px|Reloading (tactically).]]<br />
[[File:MWIII SL8 05 reload2.jpg|thumb|none|600px|A similar animation is used for the empty reload, but with the operator flinging the used magazine away.]]<br />
[[File:MWIII SL8 06 reload3.jpg|thumb|none|600px|Tugging the folding charging handle on empty.]]<br />
[[File:MWIII SL8 07 reload4.jpg|thumb|none|600px|Using her thumb to chamber the rifle during the "Fast Hands" empty reload.]]<br />
<br />
==IWI Tavor CTAR-21==<br />
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the "RAM-7".<br />
<br />
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]<br />
[[File:MWIII-S1-BATTLEPASS-RAM7.jpg|thumb|none|600px|An official image of the "RAM-7".]]<br />
[[File:MWIIICTAR01equip.jpg|thumb|none|600px|Chambering the rifle when spawning in.]]<br />
[[File:MWIIICTAR02idle.jpg|thumb|none|600px|Idle with the rifle in Mykonos, Greece.]]<br />
[[File:MWIIICTAR03aim.jpg|thumb|none|600px|The iron sights are seemingly the same as its counterpart in ''Modern Warfare 2019''.]]<br />
[[File:MWIIICTAR04inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIIICTAR05reload1.jpg|thumb|none|600px|Performing a tactical reload.]]<br />
[[File:MWIIICTAR06reload2.jpg|thumb|none|600px|Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...]]<br />
[[File:MWIIICTAR07reload3.jpg|thumb|none|600px|...and pulling the charging handle after swapping the magazines.]]<br />
[[File:MWIIICTAR08reload4.jpg|thumb|none|600px|Using the bolt release for the "Fast Hands" reloads.]]<br />
<br />
==QBZ-97==<br />
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the "DG-58". Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.<br />
<br />
Price inexplicably starts with a "DG-58" in the "Countdown" section of the mission "Trojan Horse". Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.<br />
<br />
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]<br />
[[File:MWIII-DG58.jpg|thumb|none|600px|The "DG-58" in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]<br />
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]<br />
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]<br />
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text "钢之龙 (Steel Dragon) Defense Groups" written on it. One can assume the "DG" in "DG-58" stands for "Defense Groups". The serial number has "97" in the text, possibly alluding to the real rifle.]]<br />
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]<br />
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]<br />
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the "Gunner Vest" faster reload, the animations from the QJB-95-1 empty reload are used.]]<br />
<br />
===QBZ-97B / QBZ-95B-1 hybrid===<br />
Attaching the "DG-58 Micro Barrel" barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.<br />
<br />
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]<br />
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]<br />
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the "DG-58 Micro Barrel" attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]<br />
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]<br />
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]<br />
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]<br />
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]<br />
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]<br />
<br />
==SIG-Sauer MCX-SPEAR==<br />
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the "BAS-B". It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life ".277 Fury" instead of the aforementioned "6.8 Wrath"; it has been changed to simply ".277" in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the "Bruen Harmonic Suppressor L".<br />
<br />
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13" barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]<br />
[[File:MWIII-BASB.jpg|thumb|none|600px|The "BAS-B" in an official render.]]<br />
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]<br />
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]<br />
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]<br />
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]<br />
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]<br />
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]<br />
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]<br />
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the smack the bolt release like it owes him money during the empty "fast hands" reload. Note the SLX suppressor attached, in-game referred to as the "Harmonic" suppressor.]]<br />
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]<br />
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9" barrel]]<br />
[[File:MWIII BAS9in.jpg|thumb|none|600px|The "BAS-B" modified to resemble it with the 9" “Wyvern” barrel and "HUL-BREACH" muzzle device.]]<br />
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20" barrel - 6.5mm Creedmoor]]<br />
[[File:MWIII BAS20in.jpg|thumb|none|600px|The "BAS-B" modified to resemble it with the "Venom" barrel, "TREAD-40" muzzle device, "Flash 8" stock and "TX4 HAVOC" scope.]]<br />
<br />
=Sniper Rifles=<br />
==Bolt-action AK==<br />
A bolt-action [[AK]] rifle appears as the "Longbow", fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the "Longbow" functions in-game. The "Pro-99 Long Barrel" gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the "Tac-Brute Suppressed Barrel" gives the rifle an integrated suppressor, similar in idea to the GOPAK.<br />
<br />
[[File:MWIII-Longbow.jpg|thumb|none|600px|The "Longbow" in an official image.]]<br />
[[File:MWIII boltak 01 equip.jpg|thumb|none|600px|Chambering the rifle when first equipping it.]]<br />
[[File:MWIII boltak 02 idle.jpg|thumb|none|600px|Holding the "Longbow" in a bunker.]]<br />
[[File:MWIII boltak 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII boltak 04 chamber.jpg|thumb|none|600px|Using the very fast straight pull bolt. A customization option exists for an even faster bolt.]]<br />
[[File:MWIII boltak 05 reload2.jpg|thumb|none|600px|Kicking out the empty 30 round magazine with another. Both the standard and empty reloads are similar to the ''MWII'' AK-103.]]<br />
[[File:MWIII boltak 06 reload3.jpg|thumb|none|600px|Chambering the rifle.]]<br />
[[File:MWIII boltak 07 reload5.jpg|thumb|none|600px|Pulling the bolt during the "Fast Hands" empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the "Pro 99-Long Barrel".]]<br />
<br />
==Cadex Defence CDX-50 TREMOR==<br />
The [[Cadex Defence CDX-50 TREMOR]] was added in Season 1 as the "XRK Stalker".<br />
<br />
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]<br />
[[File:MWIII-S1-BATTLEPASS-XRKSTALKER.jpg|thumb|none|600px|An official image of the "XRK Stalker".]]<br />
[[File:MWIII CDX50 01 idle.jpg|thumb|none|600px|Idle at a black site with the rifle.]]<br />
[[File:MWIII CDX50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII CDX50 03 bolt1.jpg|thumb|none|600px|The bolt all the way to the rear while the operator cycles it.]]<br />
[[File:MWIII CDX50 04 bolt2.jpg|thumb|none|600px|Cycling the bolt with the fast bolt.]]<br />
[[File:MWIII CDX50 05 reload1.jpg|thumb|none|600px|About to unlock the bolt during the empty reload. Note the dropped firing pin.]]<br />
[[File:MWIII CDX50 06 reload2.jpg|thumb|none|600px|Tossing an "empty" magazine for the "Fast Hands" reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.]]<br />
[[File:MWIII CDX50 07 reload3.jpg|thumb|none|600px|Closing the bolt.]]<br />
[[File:MWIII CDX50 extra.jpg|thumb|none|600px|Note that empty cases don't have their primers struck.]]<br />
<br />
==Chukavin SVCh-8.6==<br />
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the "KV Inhibitor". It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the "Kas-Dworf Heavy Long Barrel" attachment approximates the real SVCh-8.6's barrel length.<br />
<br />
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]<br />
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The "KV Inhibitor" in an official render.]]<br />
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]<br />
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]<br />
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the "fast hands" reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]<br />
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]<br />
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]<br />
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]<br />
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]<br />
<br />
==Kalashnikov SVK==<br />
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the "KVD Enforcer", chambered in 7.62x54mmR.<br />
<br />
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]<br />
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The "KVD Enforcer" in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]<br />
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]<br />
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&G MAD inspired sight at some rock textures that didn't properly load in.]]<br />
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]<br />
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The "fast hands" reload is much the same.]]<br />
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the "empty" magazine. A strange oversight given the SVCh has an empty magazine model.]]<br />
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]<br />
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]<br />
<br />
==Steyr HS .50-M1==<br />
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the "KATT-AMR". The default scope uses the iconic scope_overlay_m40a3 reticle.<br />
<br />
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]<br />
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The "KATT-AMR" in an official image.]]<br />
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator "Alpine" holding the rifle in a winter wonderland.]] <br />
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]] <br />
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]<br />
[[File:MWIIIHS50bolt.jpg|thumb|none|600px|An alternate animation for working the bolt when using the faster bolt option.]]<br />
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]] <br />
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty "Fast Hands" reload. Note the "Tempus Aura Heavy Barrel" barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]<br />
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]] <br />
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]<br />
<br />
=Machine Guns=<br />
<br />
==FN EVOLYS==<br />
A stylized [[FN EVOLYS]] is scheduled to be added in Mid-Season 1 as the "TAQ Evolvere".<br />
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the "Bruen Mk9". Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. By default the pistol grip has stippled grip tape, but it can be removed with the "Stippled Grip Cover" attachment, which apparently covers the tape, even though it just removes the modification.<br />
<br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi 5.56 Mk3 - 5.56x45mm NATO]]<br />
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi in an official image.]]<br />
[[File:MWIII M249 01 equip.jpg|thumb|none|600px|Equipping the Minimi/M249 with the carry handle, much like the iteration in ''MW2019''. This is followed by racking the charging handle.]]<br />
[[File:MWIII M249 02 idle.jpg|thumb|none|600px|Idle with the machine gun.]]<br />
[[File:MWIII M249 03 irons.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MWIII M249 03a inspect1.jpg|thumb|none|600px|Right side of the MG.]]<br />
[[File:MWIII M249 03b inspect2.jpg|thumb|none|600px|Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.]]<br />
[[File:MWIII M249 04 reload1.jpg|thumb|none|600px|Racking the charging handle at the start of the empty reload...]]<br />
[[File:MWIII M249 05 reload3.jpg|thumb|none|600px|...attaching a new 100-round cloth bag...]]<br />
[[File:MWIII M249 06 reload4.jpg|thumb|none|600px|...and pushing the loose links off the top of the feed tray with the new belt.]]<br />
[[File:MWIII M249 07 reload2.jpg|thumb|none|600px|Checking under the feed tray when reloading the 200-round box.]]<br />
[[File:Norinco CS LM8 LMG.jpg|thumb|none|450px|Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison]]<br />
[[File:MWIII M249quad.jpg|thumb|none|600px|The Minimi/M249 with 60-round quadstack magazine.]]<br />
[[File:MWIII M249quad 01 idle.jpg|thumb|none|600px|Ditto.]]<br />
[[File:MWIII M249quad 02.jpg|thumb|none|600px|Inspecting the magazine.]]<br />
[[File:MWIII M249quad 03.jpg|thumb|none|600px|Tossing the empty magazine...]]<br />
[[File:MWIII M249quad 04.jpg|thumb|none|600px|...and reaching under the machine gun to rack the charging handle after loading a new mag.]]<br />
[[File:M249E1.jpg|thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO]]<br />
[[File:MWIIIM249E1.jpg|thumb|none|600px|The weapon modified to look like the E1 in-game.]]<br />
[[File:FN Minimi 5.56 Mk3 Para.jpg|thumb|none|400px|FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO]]<br />
[[File:MWIIIM249Para.jpg|thumb|none|600px|The weapon modified to look like the Para in-game.]]<br />
[[File:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, ACOG scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]<br />
[[File:MWIIIM249RFIPara.jpg|thumb|none|600px|The weapon modified to look like the Para RFI in-game.]]<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]<br />
[[File:MWIIIM249MK46ish.jpg|thumb|none|600px|Much like in the original ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'', the M249 can be seen with a pseudo-RIS handguard of a [[Mk 46 Mod 0]].]]<br />
<br />
==PKP Pecheneg==<br />
The [[PKP Pecheneg]] appears as the "Pulemyot 762", with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.<br />
<br />
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. <br />
<br />
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]<br />
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]<br />
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]<br />
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The "Pulemyot 762" in an official render.]] <br />
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured "Ivanov Bluff Heavy Stock" gives the machine gun a stylized version of the 6P41 stock, while another option called the "Stovl Conqueror-V Stock" gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The "Reckoning-8 Heavy Barrel" gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The "Pulemyot Bipod", which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the "200-Round Belt" replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]<br />
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]<br />
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]<br />
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]<br />
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]<br />
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]<br />
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]<br />
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the "Fast Hands" reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]<br />
<br />
===PKP Pecheneg Bullpup===<br />
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the "JAK Annihilator Bullpup Kit". The reload animations are actually correct for a PK series machine gun in this conversion, as like with the "Fast Hands" reload, the operator now racks the bolt at the end of the process instead of in the beginning. <br />
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]<br />
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The "JAK Annihilator" bullpup conversion of the "Pulemyot 762". As with several other "JAK" conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]] <br />
<br />
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]] <br />
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|"Zero" holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]<br />
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]<br />
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]] <br />
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]] <br />
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]<br />
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]<br />
<br />
==QJB-95-1==<br />
The [[QJB-95-1]] appears as the "DG-58 LSW". Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.<br />
<br />
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]<br />
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The "DG-58 LSW" in an official render. Much like the QBZ-97, it has the "Steel Dragon Defense Groups" logo on the left side. The right side has stylized text reading "天北 (Heavenly North / Northern Sky) Defense Groups", which might be a play on the "China North Industries Group" name (although the real weapon is manufactured by the China South Industries Group).]]<br />
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]<br />
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]<br />
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]<br />
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]<br />
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]<br />
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]<br />
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]<br />
<br />
===QBZ-95B-1 / QBZ-97B hybrid===<br />
The carbon-fiber/3D-printed "JAK Nightshade Rifle Kit" converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.<br />
<br />
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]<br />
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]<br />
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a "conversion" when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]<br />
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]<br />
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]<br />
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]<br />
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]<br />
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]<br />
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]<br />
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]<br />
<br />
=Launchers=<br />
=="Burrow 500"==<br />
A fictional, stylized sliding breech underbarrel grenade launcher appears as the "Burrow 500". It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN40GL]], most notably the fore. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the "Drill Charge" and reused the GP-25 like for the other AK family weapons.<br />
<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
[[File:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]<br />
[[File:MWIII Burrow 500 01.jpg|thumb|none|600px|The grenade launcher from wish.com mounted on the AN-94n't.]]<br />
[[File:MWIII Burrow 500 02.jpg|thumb|none|600px|Other side and front.]]<br />
[[File:MWIII Burrow 500 03.jpg|thumb|none|600px|Idle with the launcher. It shares most of its animations with the FN40GL from ''MWII''.]]<br />
[[File:MWIII Burrow 500 04.jpg|thumb|none|600px|The rear appears to have a standalone stock mount.]]<br />
[[File:MWIII Burrow 500 05.jpg|thumb|none|600px|Checking the load. Note that since the animations are shared with the FN40GL, the inspect animation is the same. This means that even after using all 40mm drill charges, the top of one can still be seen when inspecting. This is due to the launcher not having the extra section in the tube which hides the top of the round on the FN40GL.]]<br />
[[File:MWIII Burrow 500 06.jpg|thumb|none|600px|Dumping a spent casing.]]<br />
[[File:MWIII Burrow 500 07.jpg|thumb|none|600px|Loading a new one.]]<br />
<br />
==Milkor AV-140 MSGL==<br />
The [[Milkor Mark 14|Milkor AV-140 MSGL]] returns from ''Modern Warfare II'', again called the "RGL-80". This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight.<br />
<br />
==QLG-91B==<br />
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name "TTL-GS 40".<br />
<br />
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]<br />
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]<br />
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]<br />
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]<br />
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]<br />
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]<br />
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]<br />
<br />
=Explosives=<br />
New and missing entries for explosives will be featured here, while ones returning from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' won't be included and instead can be found on that page.<br />
<br />
=="Thermobaric Grenade"==<br />
<br />
=="Scatter Mine" Hybrid Mine==<br />
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.<br />
<br />
=Other=<br />
=="Line Launcher" fictionalized REBS Standard Launcher==<br />
<br />
=="JAK Purifier" Underbarrel Flamethrower==<br />
<br />
=="Stormender" Fictional Drone Gun/EMP Launcher==<br />
<br />
A fictional drone gun called "Stormender" was added in Season 1. Unlike real drone guns, which more like act as jammers, the Stormender use an EMP pulse to destroy drones.<br />
<br />
=Mounted Weapons=<br />
==DShK==<br />
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]<br />
<br />
==Heckler & Koch GMG==<br />
The [[Heckler & Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.<br />
<br />
[[File:HKGMG.jpg|thumb|none|450px|Heckler & Koch GMG on tripod mount - 40x53mm]]<br />
<br />
=Unusable Weapons=<br />
==Kimber Custom TLE RL/II==<br />
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Zero_Dark_Thirty&diff=1633597Zero Dark Thirty2023-12-05T08:10:26Z<p>Fine cuisine: /* Heckler & Koch MR556A1 (Mocked Up to Resemble the HK416D) */</p>
<hr />
<div>{{Infobox Movie|{{PAGENAME}}<br />
|name = Zero Dark Thirty<br />
|picture =ZD30PreviewPoster.jpg<br />
|caption = ''Zero Dark Thirty (2012)''<br />
|country = [[Image:USA.jpg|25px]] <br />
|director = Kathryn Bigelow <br />
|date= 2012<br />
|studio=Annapurna Pictures<br />
|distributor=Columbia Pictures <br> Universal Pictures <br />
|character1=Maya<br />
|actor1=[[Jessica Chastain]]<br />
|character2=Navy SEAL Justin<br />
|actor2=[[Chris Pratt]]<br />
|character3= Dan<br />
|actor3=[[Jason Clarke]]<br />
|character4=Navy SEAL Patrick<br />
|actor4=[[Joel Edgerton]]<br />
|character5=Leon Panetta <br />
|actor5=[[James Gandolfini]]<br />
|character6=George<br />
|actor6=[[Mark Strong]]<br />
|character7=Larry (CIA SAD) <br />
|actor7=[[Edgar Ramirez]]<br />
|character8=Hakim (CIA SAD)<br />
|actor8=[[Fares Fares]]<br />
|character9=<br />
|actor9=<br />
|character10=<br />
|actor10=<br />
}}<br />
'''''Zero Dark Thirty''''' is the 2012 drama that focuses on one CIA analyst's involvement in the decade-long American manhunt to capture or kill Osama Bin Laden. The film was also one of the first to dramatize the raid on the Bin Laden's compound by US Navy SEALs in 2011. Directed by [[Kathryn Bigelow]] (''[[Point Break (1991)|Point Break]]'', ''[[The Hurt Locker]]''), the film encountered controversy in regards to whether the filmmakers were given classified information about details of the Bin Laden operation and the film's original release date (October 2012) occurring so close to the American presidential elections. The U.S. release date was pushed back to a limited release on December 19, 2012. and a wide release on January 13, 2013. Like the similarly themed ''[[SEAL Team Six: The Raid On Osama Bin Laden]]'', portions of the film was shot in India (standing in for Pakistan) as well as in Jordan. <br />
<br />
{{spoilers}}<br />
<br />
'''The following weapons were used in the film ''Zero Dark Thirty'':'''<br />
<br />
__TOC__<br clear="all"><br />
<br />
=Handguns=<br />
==Glock 17==<br />
CIA SAD Ground Branch operative Larry ([[Edgar Ramirez]]) carries a Glock 17 as his sidearm. The security contractor John ([[Scott Adkins]]) draws his Glock while in Camp Chapman. A man on a motorbike pulls a two-tone [[Glock 17]] after blocking the van Larry is driving. <br />
[[Image:Glock173rdGen.jpg|thumb|none|300px|Glock 17 9x19mm]]<br />
[[File:ZD30 551.jpg|thumb|none|600px|CIA SAD Ground Branch operative Larry ([[Edgar Ramirez]]) takes out his Glock.]]<br />
[[File:ZD30 77.jpg|thumb|none|600px|The security contractor John ([[Scott Adkins]]) draws his Glock while in Camp Chapman.]] <br />
<br />
[[File:Glock 17 with stainless slide.jpg|thumb|none|300px|Glock 17 (3rd Generation) with stainless steel slide - 9x19mm]]<br />
[[File:ZD30-Glock-1.jpg|thumb|none|602px|The man pulls out a stainless Glock 17.]]<br />
[[File:ZDK 371.jpg|thumb|none|602px|Closer shot of the Glock.]]<br />
<br />
==Beretta 92FS==<br />
A guard at Camp Chapman in Afghanistan draws a [[Beretta 92FS]] when he gets suspicious about Jordanian double agent Humam Khalil Abu-Mulal al-Balawi. <br />
[[Image:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]<br />
[[File:ZD30_511.jpg|thumb|none|600px|The guard in Afghanistan draws his [[Beretta 92FS]].]]<br />
[[File:ZD30-92FS-1.jpg|thumb|none|600px|The guard orders Balawi to show his hands.]]<br />
<br />
==SIG-Sauer P226==<br />
A [[SIG-Sauer P226]] is carried in the holster of a member of SEAL Team Six.<br />
[[Image:Sig Sauer P226 E2 08.jpg|thumb|none|300px|SIG-Sauer P226 E2 - 9x19mm.]]<br />
[[File:Zdt area51.jpg|thumb|none|600px|]]<br />
<br />
=Submachine Guns=<br />
==Heckler & Koch MP5A2==<br />
A gunman fires a [[Heckler & Koch MP5A2]] while ambushing Maya ([[Jessica Chastain]]) outside her home in Islamabad. <br />
[[Image:H&KMP5A2WideForearm.jpg|thumb|none|450px|Heckler & Koch MP5A2 with "tropical" wide handguard - 9x19mm]]<br />
[[File:ZD30_519.jpg|thumb|none|600px|A gunman fires a [[Heckler & Koch MP5A2]] while ambushing Maya ([[Jessica Chastain]]).]]<br />
<br />
=Rifles=<br />
<br />
==Heckler & Koch MR556A1 (Mocked Up to Resemble the HK416D)==<br />
Members of SEAL Team Six including Navy SEAL Patrick ([[Joel Edgerton]]) and Navy SEAL Justin ([[Chris Pratt]]) are armed with [[Heckler & Koch MR556A1]] carbines modified to resemble the [[Heckler & Koch HK416D]] with 10.4" barrels and a variety of accessories, including Advanced Armament Corp. suppressors, EOTech XPS2 sights and AN/PEQ-15 ATPIALs. While the configuration of the weapons seen in the film closely matches those of the real-life operators’ weapons, there are some inaccuracies: (1.) in real life, the EOTech 551 was the EOTech model used at the time by DEVGRU, (2.) some of them had Remington RAHG handguards, and (3.) most of the real-life weapons were painted in digital AOR1 desert camouflage pattern to match the rest of the team’s gear.<br />
<br />
[[Image:ZDT Screen Used Converted MR556A1.jpg|thumb|none|400px|Screen-Used Heckler & Koch MR556A1 (modified to resemble the HK416D) - 5.56x45mm]]<br />
[[File:ZD30-Pstill-1.jpg|thumb|none|500px|Production image shows SEALs armed with suppressed mocked up MR556A1s. Note that they appear to be wearing GPNVG-18's (L-3 Ground Panoramic Night Vision Goggles).]]<br />
[[File:ZD30_525.jpg|thumb|none|600px|A SEAL checks out his mocked up MR556A1 on the day of the raid.]]<br />
[[File:ZD30-HK416-2.jpg|thumb|none|601px|Saber ([[Callan Mulvey]]) attaches a suppressor to his mocked up MR556A1, which has a Magpul CTR buttstock.]]<br />
[[File:ZD30-HK416-1.jpg|thumb|none|601px|A SEAL disembarks from a specially-modified MH-60 Blackhawk while holding a mocked up MR556A1.]]<br />
[[File:ZD30_559.jpg|thumb|none|600px|A SEAL opens fire with his suppressed mocked up MR556A1 during the raid.]]<br />
[[File:ZD30-HK416-3.jpg|thumb|none|601px|A SEAL takes aim with his mocked up MR556A1 with the AN/PEQ-15 ATPIAL activated. The IR laser is somehow emitting from under the suppressor instead of at the actual laser emitter on the PEQ-15.]]<br />
[[File:ZD30_541.jpg|thumb|none|600px|Night Vision view of the SEAL with his mocked up MR556A1 just before taking the fateful shot.]]<br />
[[File:ZD30_546.jpg|thumb|none|600px|The SEAL in the back has the mocked up MR556A1 slung. Note that the mag is missing and the rather concerning misalignment of the monocular pods on Justin's GPNVGs. The SEALs here are seen inaccurately wearing Crye Precision AC (Army Custom) combat shirts, instead of the Navy Custom combat shirt which was actually worn by the SEALs in real life.]]<br />
===Special===<br />
[[File:ZDT-HK416-BTS.jpg|thumb|none|600px|SEAL actors familiarize themselves with the mocked up MR556A1s in a behind-the-scenes featurette from the DVD.]]<br />
<br />
==M4A1 Carbine==<br />
An operative at Camp Chapman can be seen with an [[M4A1 Carbine]] fitted with an M68 Aimpoint red dot scope. Another CIA officer is seen armed with a basic [[M4A1 Carbine]] while tracking Bin Laden's courier in Pakistan. Hakim ([[Fares Fares]]), a CIA SAD Officer who accompanies the SEALs as their translator during the Bin Laden raid, is armed with an Aimpoint-equipped M4A1.<br />
[[Image:ColtM4.jpg|thumb|none|400px|Colt M4A1 Carbine with M68 Aimpoint reflex optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]<br />
[[File:ZD30-M4-2.jpg|thumb|none|600px|A guard at a CIA black site holds a M4A1 with a C-More sight while talking to Dan ([[Jason Clarke]]).]]<br />
[[File:ZD30-M4-1.jpg|thumb|none|602px|An operative at Camp Chapman can be seen with an [[M4A1 Carbine]].]]<br />
[[File:ZD30-M4-4.jpg|thumb|none|600px|A CIA SAD officer aims a M4A1 when Larry's van is stopped by gunmen.]]<br />
[[File:ZD30-M4-3.jpg|thumb|none|600px|Hakim ([[Fares Fares]]) holds a M4A1 during the Bin Laden raid.]]<br />
<br />
==M16A2==<br />
U.S. Marines guarding the American embassy in Islamabad, Pakistan are armed with [[M16A2]] rifles. The scene they appear in takes place in 2003, but they are wearing MARPAT LWH helmets and scalable plate carrier vests, the latter of which was not issued until 2008-2009. The LWH helmet did exist in 2003, but was in testing phases. MARPAT was only just being issued in 2002-2003, so the embassy Marines would've been more accurate wearing 3-color DCUs and IBA or PASGT vests.<br />
<br />
[[Image:M16A2.jpg|thumb|400px|none|M16A2 Rifle - 5.56x45mm. Select Fire rifle (Safe/Semi/3 round Burst Only).]]<br />
[[File:ZD30 555.jpg|thumb|none|600px|U.S. Marines guarding the American embassy in Islamabad, Pakistan are armed with [[M16A2]] rifles. ]]<br />
[[File:ZD30-M16-1.jpg|thumb|none|600px|A Marine holds a M16A2 while guiding Maya's car through the embassy checkpoint.]]<br />
<br />
==Heckler & Koch G36C==<br />
CIA guards at the Black Sites and at Camp Chapman can be seen wielding [[Heckler & Koch G36C]] carbines. <br />
<br />
[[Image:G36CwForegrip.jpg|thumb|400px|none|Heckler & Koch G36C with vertical foregrip- 5.56x45mm ]]<br />
[[File:ZD30 506.jpg|thumb|none|600px|On the right, an operative at Camp Chapman can be seen wielding the [[Heckler & Koch G36C]] carbine. ]]<br />
<br />
==Zastava M92==<br />
A gunman fires a [[Zastava M92]] during a 2004 terrorist attack by Al-Qaeda linked militants in Khobar, Saudi Arabia. <br />
<br />
[[Image:ZastavaM92.jpg|thumb|none|400px|Zastava M92 - 7.62x39mm]]<br />
[[File:ZD30 65.jpg|thumb|none|600px|The gunman holds a Zastava M92.]]<br />
[[File:ZD30-M92-1.jpg|thumb|none|600px|The gunman shoots at fleeing civilians with a Zastava M92, distinguishable by its handguard.]]<br />
<br />
==AKMS==<br />
Pakistani police officers and a guard at the CIA Black Site in Poland carry [[AKMS]] rifles. Navy SEAL Patrick ([[Joel Edgerton]]) is also seen taking an AKMS that was mounted on a wall in Osama's bedroom after raiding the Bin Laden compound in Abbottabad. This is true to real life, as the weapon retrieved from Osama’s room in the Abbottabad compound was a [https://www.nydailynews.com/news/national/bin-laden-ak-47-displayed-cia-museum-article-1.1408519 Russian-made AKMS with counterfeit Chinese markings], rather than the [[AKS-74U]] that he routinely carried in propaganda videos over the years.<br />
<br />
[[Image:AKMS.jpg|thumb|none|400px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]<br />
[[File:ZD30 556.jpg|thumb|none|600px|Pakistani police officer carries an [[AKMS]] rifle.]]<br />
[[File:ZD30-AKMS-1.jpg|thumb|none|600px|A terrorist opens fire with an AKMS during a 2004 attack in Khobar, Saudi Arabia.]]<br />
[[File:ZD30 521.jpg|thumb|none|600px|A guard uses his [[AKMS]] rifle to exchange gunfire with gunmen who attacked Maya's car.]]<br />
[[File:ZD30 562.jpg|thumb|none|600px|Patrick ([[Joel Edgerton]]) finds Osama's AKMS hanging above the bed. (Note: While an AKMS was in fact the weapon recovered from Osama's bedroom at the Abbottabad compound, most accounts of the raid suggest that it was found, along with a [[Makarov]] pistol, on a shelf above the door, not the bed.)]]<br />
[[File:ZD30 565.jpg|thumb|none|600px|Patrick ([[Joel Edgerton]]) holds the AKMS.]]<br />
<br />
==MPi-KMS 72==<br />
An Afghan soldier guarding Camp Chapman can be briefly seen holding an East German [[AK-47#MPi-KM/MPi-KMS-72|MPi-KMS 72]]. <br />
<br />
[[Image:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|400px|East German MPi-KMS-72 with sling and side-folding stock - 7.62x39mm]]<br />
[[File:ZD30 75.jpg|thumb|none|600px|An Afghan National Army soldier guarding Camp Chapman can be briefly seen holding an East German [[AK-47#MPi-KM/MPi-KMS-72|MPi-KMS 72]]. ]]<br />
[[File:ZD30-MPIKMS-1.jpg|thumb|none|600px|Afghan National Army soldiers hold MPi-KMS 72 rifles.]]<br />
<br />
==Fake Bollywood AK-47==<br />
Pakistani agents clad in burqas wield "[[AK-47]]" rifles while apprehending a terrorist suspect. In reality, the rifles are actually blank-firing replicas used because of strict firearms regulations that make it difficult to bring genuine firearms to India (where many of the Pakistan-based scenes were shot). <br />
<br />
[[File:BollywoodAK.jpg|thumb|none|400px|Blank-firing AK-47 replica, commonly seen in Bollywood productions.]]<br />
[[File:ZD30-FakeAK-1.jpg|thumb|none|601px|Gunmen clad in burqas wield "[[AK-47]]" rifles during one scene set in Pakistan. The enlarged handguard is one indication that the weapon is not a genuine AK-series rifle.]]<br />
<br />
==AMD-65==<br />
A gunman fires a Hungarian [[AMD-65]] rifle while attempting to kill Maya. <br />
<br />
[[Image:AMD-65.jpg|thumb|400px|none|Hungarian AMD-65 - 7.62x39mm]]<br />
[[File:ZD30-AMD65-1.jpg|thumb|none|601px|An attacker opens fire with an AMD-65.]]<br />
[[File:ZD30 523.jpg|thumb|none|601px|The gunman with the AMD-65.]]<br />
<br />
=Sniper Rifles=<br />
==Heckler & Koch HK417==<br />
A SEAL uses a suppressed [[Heckler & Koch HK417]] to cover his comrades as they raid Osama Bin Laden's compound. <br />
<br />
[[Image:HK417 12MOD.jpg|thumb|none|400px|Heckler & Koch HK417 with 12" barrel, scope, night vision adapter, Harris bipod and suppressor - 7.62x51mm NATO]]<br />
[[File:ZD30-sniper-1.jpg|thumb|601px|none|A SEAL sniper sets up a HK417.]]<br />
<br />
=Machine Guns=<br />
==FN MK 48 Mod 0== <br />
A [[FN Minimi#Mk 48 Mod 0|FN MK 48 Mod 0]] fitted with a suppressor is seen carried by a member of SEAL Team Six during the raid. <br />
[[Image:MK48.jpg|thumb|none|451px|FN MK 48 Mod 0 - 7.62x51mm NATO]]<br />
[[File:ZD30 01.jpg|thumb|none|550px|Production image shows a SEAL on the left with the machine gun.]]<br />
[[File:Zero-Dark-Thirty-13.jpg|thumb|none|550px|Production image shows a SEAL in the center with the machine gun.]]<br />
[[File:ZD30 537.jpg|thumb|none|600px|SEAL on the left with the machine gun.]]<br />
<br />
==Browning M2HB Heavy Machine Gun==<br />
The [[Browning M2#Browning M2 Heavy Barrel|Browning M2HB heavy machine gun]] is seen mounted on a military Humvee.<br />
<br />
[[Image:BrowningM2HB.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]<br />
[[File:ZD30 524.jpg|thumb|none|600px|The [[Browning M2#Browning M2 Heavy Barrel|Browning M2HB heavy machine gun]] is seen mounted on a Humvee.]]<br />
<br />
{{Film War}}<br />
[[Category:Espionage]]<br />
[[Category:Thriller]]<br />
[[Category:Kathryn Bigelow]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&diff=1632996Call of Duty: Modern Warfare (2019)2023-12-03T11:15:37Z<p>Fine cuisine: /* Rifles & Carbines */ corrected as of the final build of the game</p>
<hr />
<div>{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare''<br />
|picture=MW19-Cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 25, 2019<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PC<br>PlayStation 4<br>Xbox One<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
<br />
'''''Call of Duty: Modern Warfare''''' (also known as ''Modern Warfare (2019)'', ''MW2019'' or ''MW19'') is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.<br />
<br />
'''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''. ''Warzone'' servers were shut down in September 21, 2023, in favor of ''Warzone 2.0'' (now being branded as ''Warzone'', replacing the name of the original game).<br />
<br />
With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
''Modern Warfare'' features the Gunsmith, a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to. <br />
<br />
There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, and though the use of the Gunsmith Customs system, the player can mix and match part models or skins from other blueprints to modified base models - unique blueprints can be modified and saved at the player's discretion.<br />
<br />
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in ''MW2019''), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').<br />
<br />
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.<br />
<br />
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' and later games have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the [[Heckler & Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.<br />
<br />
Additional trivia on weapons in ''Modern Warfare'':<br />
* In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.<br />
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.<br />
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.<br />
* All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.<br />
* Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.<br />
* Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.<br />
* Ejected casings realistically have charred markings near their necks.<br />
* On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.<br />
* All bullet-firing weapons use modeled ballistic projectiles instead of hitscan in previous games (complete with bullet drop ala later ''Battlefield'' series), rather than limited to certain occasions such as the [[Barrett M82A1]] or the [[RSASS]] in the original ''Modern Warfare'' series, or being restricted to longer ranges while using hitscan in shorter ranges, as in ''Black Ops 4''.<br />
<br />
=Handguns=<br />
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.<br />
<br />
==".357"==<br />
The ".357" is a hybrid between the [[Colt Anaconda]] and the [[Smith & Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a [[Colt Python]], and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.<br />
<br />
The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.<br />
<br />
By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.<br />
<br />
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.<br />
<br />
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.<br />
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum]]<br />
[[File:S&WModel581.jpg|thumb|none|350px|Smith & Wesson Model 581 - .357 Magnum]]<br />
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]]<br />
[[File:MW 357 (1).jpg|thumb|none|600px|Golem with the .357 on the Khandor Hideout Multiplayer level.]]<br />
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]<br />
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]<br />
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload - the cartridges are already beginning to slide out.]]<br />
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]]<br />
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]<br />
[[File:MW 357 (9).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW 357 (10).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW 357 (8).jpg|thumb|none|600px|The revolver can be fitted with a fixed buttstock (plastic or wood), a telescopic sight and a long barrel.]]<br />
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]]<br />
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.]]<br />
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]<br />
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]<br />
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]<br />
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]<br />
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]<br />
<br />
==="XRK .357"===<br />
The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the [[Smith & Wesson Model 327 R8]]. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.<br />
[[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".]]<br />
[[File:MW 357 (11).jpg|thumb|none|600px|The player holds an XRK .357. It is equipped by standard with a green laser and a reflex sight that can be removed at any time.]]<br />
[[File:MW 357 (12).jpg|thumb|none|600px|The revolver also has a gold-plated trigger and hammer.]]<br />
<br />
==Beretta M9A3==<br />
The [[Beretta M9A3]] was added in Season 3 as the "Renetti". It is depicted with front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.<br />
<br />
The "Renetti" can be turned into a pseudo-[[Beretta 93R]]: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.<br />
<br />
The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.<br />
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]<br />
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]<br />
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]<br />
[[File:MW M9A3 (1).jpg|thumb|none|600px|The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.]]<br />
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]<br />
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]]<br />
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]<br />
[[File:MW M9A3 (9).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]<br />
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]<br />
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]<br />
[[File:MW19Renetticustom2.jpg|thumb|none|600px|Ghost inspecting his custom M9A3 fitted with an aftermarket barrel and slide, Surefire X400, extended magazines and a suppressor.]]<br />
[[File:MW19Renetticustom1.jpg|thumb|none|600px|The hammer hitting the firing pin when shooting the customized M9A3.]]<br />
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]<br />
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire ''within'' each burst.]]<br />
<br />
==="Guard One"===<br />
The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the ''[[Resident Evil]]'' series, specifically Albert Wesker's two-tone Samurai Edge.<br />
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the ''Resident Evil'' video game series.]]<br />
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]<br />
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The "Guard One" blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.]]<br />
[[File:MW19 Guard One Reload.jpg|none|thumb|600px|Doing a tactical reload with the "Guard One", which shows that the extended magazines that come with the blueprint are also stainless steel (and the bullet clipping through the follower is as well).]]<br />
<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It is also depicted with a stylized integral underbarrel rail. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds.<br />
<br />
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.<br />
<br />
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.<br />
<br />
The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.<br />
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]<br />
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]<br />
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]<br />
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "FORGE TAC Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]<br />
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]<br />
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]<br />
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]<br />
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]]<br />
[[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines. Note the integral underbarrel rail which in comparison to the [[:File:Desert Eagle XIX 50 Picatinny rail.jpg|real thing]] is fictionalized by simply having a Mark XIX top rail built into the bottom.]]<br />
[[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why [[Call of Duty: Modern Warfare 2#Desert Eagle Mark XIX|it looks so familiar]].]]<br />
<br />
==Glock 21==<br />
The Gen 3 [[Glock 21]] appears in-game as the "X16". It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces, which should be using the [[MP-443 Grach]] instead.<br />
<br />
It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.<br />
<br />
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (the latter existing in Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.<br />
<br />
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]<br />
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from ''Titanfall'', a game made by former Infinity Ward members (some of whom returned to IW to work on ''Modern Warfare''). Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]<br />
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights...]]<br />
[[File:MW19Glock3.jpg|thumb|none|600px|...which are revealed to be functional night sights. Most of the handgun barrels have this feature in the game.]]<br />
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]<br />
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release (which is not actually engaged) instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.]]<br />
[[File:MW19Glock1.jpg|thumb|none|600px|An american PJ operator inspects his customized Glock 21 as he resists the urge to find out if the slide is made out of chocolate or not.]]<br />
[[File:MW19Glock2.jpg|thumb|none|600px|The slide of the custom Glock being pulled when reloading it from empty. Note the "Technician" gloves which are clearly a parody of Mechanix.]]<br />
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]<br />
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]<br />
[[File:MW2019 Glock Arcade.jpg|thumb|none|600px|The "War Beast" arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers. The same machine can be see in the Rec building on Al-Raab Airbase.]]<br />
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]<br />
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]<br />
<br />
===Glock 18C===<br />
The "Singuard Arms Featherweight" barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.<br />
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]<br />
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]<br />
[[File:MW19Glock4.jpg|thumb|none|600px|Gaz inspects his two G18s to figure out why they are not shooting full-auto. He then realizes that the selector is there just for cosmetic purposes.]]<br />
[[File:MW19Glock5.jpg|thumb|none|600px|He then reloads his left one. Notice how the characters are actually using their index finger to drop magazines and release the slide when reloading left handed, unlike in previous Call of Duty titles, that mirrored the animations whether the guns had ambi controls or not.]]<br />
<br />
==="The Howler"===<br />
"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]] (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a [[Smith & Wesson M&P]].<br />
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]<br />
[[File:S&W M&P 45acp.jpg|thumb|none|350px|Smith & Wesson M&P45 with 4.5" barrel - .45 ACP]]<br />
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the "Impossible Task".]]<br />
[[File:MW Glock Impossible Task (2).jpg|thumb|none|600px|The "Impossible Task" in the player's hands. Note the round trigger guard and slide serrations like the M&P.]]<br />
<br />
==="Urban Defiler"===<br />
The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an [[Arsenal Firearms Strike One]], along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.<br />
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]<br />
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the "Urban Defiler" without its included attachments.]]<br />
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]<br />
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]<br />
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand. This blueprint correctly uses metal magazines instead of the polymer Glock ones, but using any larger mag option reverts them back to the original model with extended baseplates]]<br />
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]<br />
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.]]<br />
<br />
==Kimber Custom TLE/RL II==<br />
The [[Kimber Custom TLE/RL II]] is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws and it has a standard barrel bushing instead of a full length guide rod. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.<br />
Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.<br />
<br />
The "Riptide" blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]<br />
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]<br />
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]<br />
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|The game depicts the slide stop on the 1911 engaging the slide on empty reloads.]]<br />
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty. The Kimber 1911 is the only automatic pistol in Modern Warfare where the standard animations have the player characters interact with the slide release instead of power stroking the slide on empty.]]<br />
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]<br />
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]<br />
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]<br />
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]<br />
[[File:MW191911.jpg|thumb|none|600px|Captain Price reloads a "Riptide" 1911 with the Kimber Warrior grips. Also note the rubberbands holding the grip safety depressed.]] <br />
<br />
===STI 2011===<br />
Some blueprint modifications take the form of an STI 2011, most closely resembling the [[STI Tactical|STI Tactical 5.0]], but with the depiction of an [[STI Costa Carry Comp]] style rectangular cutout on the left side of the slide. Those blueprints are the "Javelina", "Corax", "Bite Strength" and "Blue Dwarf"; the "Obsidian Carat" also has an STI frame, but requires the "1911 Stalker" attachment in order to match the slide as well. The "Corax" also has the skeletonized trigger of modern [[SIG-Sauer 1911]] variants (such as the 1911 TACOPS), albeit with a small hole added in it.<br />
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP]]<br />
[[File:MW STI Tactical.jpg|thumb|none|600px|The "Blue Dwarf" STI-style 1911.]]<br />
[[File:MW19corax (1).jpg|thumb|none|600px|Holding a customized "Corax" at the ready.]]<br />
[[File:MW19corax (3).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW19corax (2).jpg|thumb|none|600px|Swapping magazines. Despite resembling an STI with a double-stack frame, the variant retains the single-stack one of the base Kimber.]]<br />
<br />
==Makarov PM==<br />
The [[Makarov PM]] was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.<br />
<br />
The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines.<br />
The fact that 9mm Makarov is mentioned by name numerous times in the game and the fact that the markings on the gun say it's made by the Verdansk Weapons Factory, it might imply that in-universe the Sykov is a distinct variant of the actual [[Makarov PM]], but made in Kastovia, much like [[Call of Duty: Modern Warfare II (2022)|Modern Warfare II's]] AK variants. <br />
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]]<br />
[[File:MakarovGunsmith2preview MW19.jpg|thumb|none|600px|Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.]]<br />
[[File:MW2019 Makarov (1).jpg|thumb|none|600px|Wielding the "Sykov" inside the Scrapyard offices.]]<br />
[[File:MW2019 Makarov (2).jpg|thumb|none|600px|Aiming at the lockers.]]<br />
[[File:MW2019 Makarov (3).jpg|thumb|none|600px|Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.]]<br />
[[File:MW2019 Makarov (4).jpg|thumb|none|600px|Ditto, now from empty.]]<br />
[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]]<br />
[[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]]<br />
<br />
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]]<br />
[[File:MW2019 Makarov (10).jpg|thumb|none|600px|The player holds a custom Sykov.]]<br />
[[File:MW2019 Makarov (7).jpg|thumb|none|600px|The "SSB 105mm" barrel gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance. SSB standing for "Sykov's Svet Bochka" and translates as "Sykov's Light Barrel", which is a lexical error, since in Russian the "Barrel" of a firearm ("Stvol") and the "Barrel" as a hollow cylindrical container ("Bochka") are two different words. Despite this, the markings on the gun state that it's made in Ukraine.]]<br />
<br />
===Makarov PB===<br />
The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed [[Makarov PB]] assembly.<br />
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (11).jpg|thumb|none|600px|The PB in first-person.]]<br />
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]]<br />
[[File:MW2019 Makarov (14).jpg|thumb|none|600px|While inspecting the PM, the player checks the pistol's magazine, showing the enlarged magazine and other aftermarket modifications.]]<br />
<br />
===Stechkin APS===<br />
The "Sorokin 140mm Auto" barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" (''Skeleton'') and "PP-Karabin" (''Carbine''). As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin".<br />
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (12).jpg|thumb|none|600px|The player holds a frankengun.]]<br />
[[File:MW2019Stech9.jpg|thumb|none|600px|When sprinting or swapping the pistol, the player character will flick safety on.]]<br />
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]]<br />
[[File:MW2019 Makarov (13).jpg|thumb|none|600px|Despite the fact that the slide is almost exactly the same as the original APS, the rear sight is still from the PM.]]<br />
[[File:Makarovdrum.jpg|thumb|none|300px|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (15).jpg|thumb|none|600px|The pistol (although in this case an APS) with the drum magazine.]]<br />
<br />
==SIG-Sauer P320 RX==<br />
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.<br />
<br />
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission and by Captain Price in some missions. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission (despite the fact that Laswell specifically instructed Price to use "host nation weapons only", which none of Nikolai's acquisitions are). The specific gun available to the player in "Old Comrades" is equipped with the Holosun-based red dot sight that is only available to primary weapons in multiplayer. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.<br />
<br />
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually the Kimber TLE/RL II seen above in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).<br />
<br />
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]<br />
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]<br />
[[File:MW P320 (1).jpg|thumb|none|600px|The "M19" in game.]]<br />
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]<br />
[[File:MW P320 (3).jpg|thumb|none|600px|Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX. Note the first generation trigger. It can be swapped to the more recent model via some blueprint variants that change the look of the "Lightweight trigger" attachment.]]<br />
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]<br />
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]<br />
[[File:MW19 P320 black.jpg|thumb|none|600px|Kyle Garrick reloads his black P320 during a shootout with terrorists in London.]]<br />
[[File:MW P230 Black.jpg|thumb|none|600px|The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]<br />
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]<br />
[[File:MW19P320.jpg|thumb|none|600px|As Alex reloads his P320RX from empty, one can observe that the slide stop is not actually engaged and that the empty magazine still has bullets inside.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet APC9 K PRO G==<br />
The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO G]] was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the [[Brügger & Thomet GHM9]]. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.<br />
<br />
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.<br />
<br />
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum]]<br />
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (1).jpg|thumb|none|600px|The vanilla APC9 K PRO G in Gunsmith.]]<br />
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.]]<br />
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]<br />
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]<br />
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&T's fire selector.]]<br />
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]<br />
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]<br />
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]<br />
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]<br />
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the "FSS Revolution" attachment.]]<br />
[[File: MW APC9 (9).jpg|thumb|none|600px|The player holds an APC9 with "FSS Revolution" attachment.]]<br />
[[File: MW APC9 (10).jpg|thumb|none|600px|Inspecting the APC9 with "FSS Revolution" attachment.]]<br />
<br />
[[File:B&T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 PRO G - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.]]<br />
<br />
[[File:APC9 SD.jpg|thumb|none|450px|Brügger & Thomet APC9 SD - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The "FSS Nightshade" APC9.]]<br />
[[File: MW APC9 (11).jpg|thumb|none|600px|The player holds the APC9 with "FSS Nightshade" attachment.]]<br />
[[File: MW APC9 (12).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File: MW APC9 (13).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.<br />
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
[[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]]<br />
[[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]]<br />
[[File:ScorpionEvoMW19 idle.jpg|thumb|none|600px|]]<br />
[[File:ScorpionEvoMW19 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:ScorpionEvoMW19 inspect1.jpg|thumb|none|600px|Performing a weapon inspect involves the player character checking the magazine.]]<br />
[[File:ScorpionEvoMW19 inspect2.jpg|thumb|none|600px|Note the "FORGE-TAC" logo.]]<br />
[[File:ScorpionEvoMW19 inspect3.jpg|thumb|none|600px|Then checking the right hand side of the gun. Note the burst fire marking above the fire selector, only accessible through the "12-R Hollowpoint" magazine option.]]<br />
[[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]]<br />
[[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]]<br />
<br />
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.]]<br />
[[File:MW CZ EVO (1).jpg|thumb|none|600px|The player holds the CX-9 with the "CX-38E" barrel assembly.]]<br />
[[File:MW CZ EVO (2).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW CZ EVO (3).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.]]<br />
<br />
[[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion Evo 3 S2 Micro with SBTEVO folding brace - 9x19mm]]<br />
[[File:MW19 ScorpionK (2).jpg|thumb|none|600px|A Scorpion K-style build with the "CX-23" short barrel (which has a built-in handstop configuration) and "CX-FA" stock.]]<br />
[[File:MW19 ScorpionK (1).jpg|thumb|none|600px|The "CX-23S" barrel has a short integral suppressor. Here, the weapon is also equipped with the collapsed "CX-FR" stock and 12-round Hollow Point mags.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.<br />
<br />
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]<br />
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]<br />
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]<br />
[[File:MW P90 (8).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW P90 (9).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
===FN P90===<br />
The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.<br />
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]<br />
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]<br />
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]<br />
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]<br />
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".]]<br />
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|"The Neutralizer" P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the custom increased trigger all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]]<br />
[[File:MW P90 (10).jpg|thumb|none|600px|The player holds an "Stygian" P90.]]<br />
[[File:MW P90 (11).jpg|thumb|none|600px|"Stygian" P90 appears with the same fictional model but a different all-black color scheme. The gun has the waffle magazine, and the upper receiver resembles a stylized EFFEN 90.]]<br />
[[File:MW P90 (12).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
==Heckler & Koch MP5A3==<br />
The [[Heckler & Koch MP5A3]] appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).<br />
<br />
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the [[PTR 9KT]], an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.<br />
<br />
The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.<br />
<br />
The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler & Koch SP89|SP89]], and changes the HUD name to "[[MP5K]]". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.<br />
<br />
Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the [[MP5A5]]. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.<br />
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]<br />
[[File:H&KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]<br />
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]<br />
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]<br />
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]<br />
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed, however no rounds seem to be extracted from the chamber during this process. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]<br />
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]<br />
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]<br />
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]<br />
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]<br />
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]<br />
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.]]<br />
[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]]<br />
[[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]]<br />
<br />
[[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]<br />
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]<br />
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]<br />
[[File:MW MP5A3 (10).jpg|thumb|none|600px|"Heat Cycle" MP5 appears with the custom straight magazine, SEF trigger guard, gun belt and light khaki upper receiver.]]<br />
<br />
===Heckler & Koch MP5A2===<br />
The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.<br />
[[File:H&KMP5-N.jpg|thumb|none|450px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]]<br />
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]<br />
[[File:MW MP5A2 (2).jpg|thumb|none|600px|The modified MP5A2 in the player's hands. The front sight removes when any sight is mounted, but in real life it requires the replacement of the entire front sight tower.]]<br />
[[File:MW MP5A2 (3).jpg|thumb|none|600px|In this screenshot, the MP5 is equipped with a FSS Light forearm and ranger foregrip.]]<br />
<br />
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]]<br />
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]]<br />
<br />
===Heckler & Koch MP5SD3===<br />
The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an [[MP5SD3]].<br />
[[File:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD3 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the "Point Blank" blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the "FSS Light" and the shorter "Monolithic" integrally suppressed barrel.]]<br />
<br />
===Heckler & Koch MP5SD2===<br />
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler & Koch MP5SD|MP5SD2]].<br />
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.]]<br />
<br />
===Heckler & Koch MP5/10===<br />
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler & Koch MP5/10|MP5/10]], minus the bolt hold open assembly.<br />
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]<br />
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]<br />
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&K MP5/10 equipped with a red dot sight and collapsible stock.]]<br />
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A black [[Heckler & Koch MP7A2]] appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]]<br />
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]<br />
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.]]<br />
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]<br />
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.]]<br />
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]<br />
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]<br />
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]<br />
[[File:MW MP7A2 (8).jpg|thumb|none|600px|Player inspects the MP7 customized with the extended barrel, the suppressor, the AR-15 stock adapter and the fictional 60-round magazine.]]<br />
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]<br />
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]<br />
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]<br />
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".]]<br />
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the "Piercer" MP7.]]<br />
<br />
==IMI Uzi==<br />
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].<br />
<br />
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.<br />
<br />
The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.<br />
<br />
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MicroUziPistol.jpg|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]<br />
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]<br />
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.]]<br />
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reload. Note that the weapon has "A-F-S" selector markings, a characteristic of civilian Uzis converted to full-auto.]]<br />
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]<br />
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]<br />
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]<br />
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.]]<br />
<br />
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]<br />
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]<br />
[[File:MW Uzi (11).jpg|thumb|none|600px|The player holds the Uzi with an attached wood stock.]]<br />
[[File:MW Uzi (12).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]<br />
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.]]<br />
<br />
==="Blowback"===<br />
The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.<br />
<br />
The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm Parabellum]]<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]]<br />
[[File:MW Uzi (8).jpg|thumb|none|600px|The "Blowback" in first-person.]]<br />
[[File:MW Uzi (9).jpg|thumb|none|600px|Examining its various fictionalized details.]]<br />
[[File:MW Uzi (10).jpg|thumb|none|600px|A look at the other side, which shows that the rounds it uses are apparently steel-cased (or possibly nickel-plated).]]<br />
<br />
==KRISS Vector==<br />
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has many visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. The pistol grip lacks ribs at the rear like the Gen I model, but has Gen II-esque ribs at the front, as well as having a grip wrap of similar height. Furthermore, the weapon lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, massively shrinking down the Super-V recoil dampening system of the real world Vector to the point where it's questionable whether it'd even fit; this could go some way to explaining why the in-game SMG has rather significant muzzle climb.<br />
<br />
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).<br />
<br />
There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.<br />
<br />
The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol.<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.]]<br />
[[File:MW2019 Vector.jpg|thumb|none|600px|The "Fennec" in the Gunsmith preview screen, showing off its strange visual alterations.]]<br />
[[File:MW2019 Vector2.jpg|thumb|none|600px|The straight-line design of the stock is vaguely reminiscent of the prototype versions of the Vector, though most of the design features seem to come from the production models instead.]]<br />
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]<br />
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]<br />
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]<br />
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]<br />
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]<br />
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]<br />
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]<br />
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]<br />
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]<br />
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]<br />
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the "Apex" and "Sabre" parts, along with an [[AW-F]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]]<br />
[[File:MW Vector CRB (3).jpg|thumb|none|600px|The player holds a Vector CRB with a ZLR 18" Deadfall.]]<br />
[[File:MW Vector CRB (4).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW Vector CRB (5).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW Vector CRB (6).jpg|thumb|none|600px|The Vector CRB with a ZLR 16" Apex.]]<br />
<br />
==LWRC SMG-45==<br />
The [[LWRC SMG-45]] was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The "Striker 45" on Rust.]]<br />
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]<br />
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]<br />
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]<br />
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.]]<br />
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]<br />
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]<br />
<br />
===Heckler & Koch UMP45===<br />
The "Undertaker" variant of the SMG-45 resembles the [[Heckler & Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for [[Heckler & Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.<br />
<br />
The UMP45 resemblance also applies to the later-added "Garrote", "Dream Dasher", "Evil Manifest", "Halcyon Days", and "Bat Out Of Hell" blueprints.<br />
<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with RIS rail - .45 ACP]]<br />
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.]]<br />
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]<br />
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]<br />
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]<br />
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]<br />
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. This is a pre-patch screenshot; the charging handle now (correctly) stays forward in first person.]]<br />
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC - .45 ACP]]<br />
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]<br />
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]<br />
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]<br />
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]<br />
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]<br />
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]<br />
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]<br />
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]<br />
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]<br />
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.]]<br />
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]<br />
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.]]<br />
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears simply as the "AUG". Like several of ''Modern Warfare'''s weapons, its model has some stylized features - in particular, the design of the foregrip is noticeably different, the upper rail has additional vent holes (vaguely reminiscent of those on the [[Thales F90]], albeit significantly shorter to fit the XS's rail profile), the trigger guard is significantly larger (with the front being more or less parallel with the pistol grip, rather than being at a shallower angle as on the real weapon), and the stock features some non-standard molding details. One of the multiple customization options is the "622mm long barrel", which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]<br />
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]<br />
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]<br />
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]<br />
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag; note how the thinner segment of the actual AUG 9mm XS's magazine well adaptor has been turned into a hollowed-out triangle on the in-game version.]]<br />
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]<br />
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Whacking the stock against some rocks; this gives a good view of the seemingly-random set of 3 diagonal lines molded into the polymer.]]<br />
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]<br />
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]<br />
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.]]<br />
<br />
===Steyr AUG A3===<br />
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.<br />
<br />
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.<br />
<br />
The "Gremlin" blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The "Death Roll" blueprint also has the same features (it mounts an A3 SF-style scope by default).<br />
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO]]<br />
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]<br />
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO]]<br />
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]<br />
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]<br />
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]<br />
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]<br />
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.]]<br />
[[File:MW Leecher-issue.jpg|thumb|none|600px|The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.]]<br />
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]<br />
[[File:AUG A3 M1 high rail.jpg|thumb|none|425px|Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO]]<br />
[[File:MW AUG (5).jpg|thumb|none|600px|The "Death Roll" AUG with the A3 M1 style components and a Magpul AFG2.]]<br />
[[File:MW AUG (6).jpg|thumb|none|600px|Aiming down the iron sights mounted on the rail.]]<br />
<br />
=Shotguns=<br />
==AA-12==<br />
The [[AA-12]] was added during Season 6, under the name "JAK-12". It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.<br />
[[File:AA-12 CQB.jpg|thumb|none|400px|AA-12 CQB - 12 gauge]]<br />
[[File:MW2019 AA12 1.jpg|thumb|none|600px|An unmodified "JAK-12" in Gunsmith.]]<br />
[[File:MW2019 AA12.jpg|thumb|none|600px|Similar to the ''[[Call of Duty Online]]'' model, the cutlass-type bottom fingerguard is absent.]]<br />
[[File:MW2019 AA-12 (1).jpg|thumb|none|600px|Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.]]<br />
[[File:MW2019 AA-12 (2).jpg|thumb|none|600px|The AA-12 CQB inside the TV Station's server room.]]<br />
[[File:MW2019 AA-12 (3).jpg|thumb|none|600px|Using the iron sights.]]<br />
[[File:MW2019 AA-12 (4).jpg|thumb|none|600px|Partial reloads are performed in a manner similar to the RO933 carbine.]]<br />
[[File:MW2019 AA-12 (5).jpg|thumb|none|600px|Locking the bolt back on empty.]]<br />
[[File:MW2019 AA-12 (6).jpg|thumb|none|600px|Sliding in a fresh 8-round stick magazine.]]<br />
[[File:MW2019 AA-12 (7).jpg|thumb|none|600px|Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.]]<br />
[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]]<br />
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]<br />
[[File:MW AA12 DrumInspect.jpeg|thumb|none|600px|Inspecting an AA-12 with the "ZLR J-3600 Torrent" barrel, thermal sight, and a 20-round drum magazine. The AA-12 also has the option to use 32-round drums.]]<br />
[[File:MW AA12 DrumReload1.jpeg|thumb|none|600px|Reloading with the drum magazines are performed in a somewhat unorthodox pose.]]<br />
[[File:MW AA12 DrumReload2.jpeg|thumb|none|600px|Wrapping up the empty reload.]]<br />
[[File:MW AA12 DrumReloadFast1.jpeg|thumb|none|600px|With Sleight of Hand, the weapon is held in a more familiar manner. Here it is fitted with the "ZLR J-2800 Influx" barrel.]]<br />
[[File:MW AA12 DrumReloadFast2.jpeg|thumb|none|600px|A quick rack of the charging handle and the next 20 rounds are good to go.]]<br />
<br />
==Browning Citori 725==<br />
A visually altered [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.<br />
<br />
A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]<br />
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]<br />
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]<br />
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]<br />
[[File:MW 725 (6).jpg|thumb|none|600px|The unique "Judgement" blueprint features an ultra-lightweight "Forge-Tac" shroud on the barrels.]]<br />
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]<br />
[[File:MW 725 (7).jpg|thumb|none|600px|A sawed-off shotgun in the hands of the player on the Hackney Yard map.]]<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.<br />
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]<br />
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]<br />
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]<br />
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]<br />
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]<br />
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5" barrel.]]<br />
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.]]<br />
<br />
===Fostech Origin-12 SBV===<br />
The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.<br />
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]<br />
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the "FORGE TAC Dart" arm brace.]]<br />
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]<br />
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.]]<br />
<br />
==Knight's Armament Masterkey==<br />
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the "12-Gauge Deputy" mounted on an M16-lookalike.]]<br />
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.]]<br />
[[File:MW Masterkey (3).jpg|thumb|none|600px|"Aiming" the device.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Side view of the Masterkey attached to the "Fractured" blueprint of the FAMAS.]]<br />
<br />
===Hybrid Underbarrel Shotgun===<br />
The version available to the post-release [[CTAR-21|Tavor CTAR-21]], [[SIG SG 552]], [[Galil ACE]] and [[AN-94]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the [[M26 MASS]]. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]<br />
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551 lookalike.]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]<br />
<br />
==M26 MASS==<br />
A standalone [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.<br />
<br />
An update in April 2020 added the ability to use Dragon's Breath ammunition.<br />
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]<br />
[[File:TheoneXM26A.jpg|thumb|none|400px|Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm]]<br />
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]<br />
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]<br />
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]<br />
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]<br />
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]<br />
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]<br />
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]<br />
<br />
==Remington 870 MCS==<br />
The [[Remington 870 MCS]] appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.<br />
<br />
A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).<br />
<br />
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]<br />
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]<br />
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]<br />
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]<br />
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]<br />
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]<br />
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]<br />
[[File:Mw2019domino870.jpg|thumb|none|600px|Coalition Operator "Domino" holds a shortened 870.]]<br />
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.]]<br />
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique. With this weapon, as well as the MK2/Marlin 1895 (though with standard animations as well), has the player character insert ammunition continuously as if they had all the requisite ammo in their reloading hand, which begs the question of how the player characters are able to hold 8 12-gauge shells in one hand and are still be able to dexterously reload.]]<br />
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]<br />
[[File:Remington Model 870 DM.jpg|thumb|none|400px|Remington Model 870 DM - 12 gauge]]<br />
[[File:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]<br />
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the "Gulf Stalker" blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.]]<br />
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]<br />
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]<br />
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]<br />
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]<br />
<br />
==Standard Manufacturing DP-12==<br />
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous ''Call of Duty'' games.<br />
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]<br />
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]<br />
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]<br />
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]<br />
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]<br />
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]<br />
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]<br />
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]<br />
[[File:MW DP-12 (7).jpg|thumb|none|600px|A fictionalized blueprint model in the hands of the player.]]<br />
<br />
=Rifles & Carbines=<br />
==AK-47==<br />
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:<br />
<br />
*Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; the “23.0" RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); the “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.<br />
*Stock options consist of the "Field LMG Stock", a [[PKM]]-style stock; the "Skeleton Stock", an [[AKS-74]] folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; the "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and the "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.<br />
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.<br />
<br />
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.<br />
<br />
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009; in reality, by this point the Russian military was using the AK-74/AK-74M, with any milled-receiver AK variants having long since been retired. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s.<br />
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 (Type III) - 7.62x39mm]]<br />
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]<br />
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]<br />
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector. This lifts the rifle up enough that the front of the stock can be seen, showing the conventional tang-type stock mount, which distinguishes the rifle as a Type III - while similar in most respects, the Type II features a large metal stock-mounting bracket instead.]]<br />
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]]<br />
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.]]<br />
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]<br />
[[File:MW AK-47 (8).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]<br />
[[File:MW AK-47 (9).jpg|thumb|none|600px|The modified milled AK with a Romanian foregrip handguard, [[RPK]]-style barrel and bipod and OKP-7 sight (aka "Monocle Reflex Sight") in the Hackney Yard map.]]<br />
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]<br />
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]]<br />
[[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]]<br />
<br />
===AK-74===<br />
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an [[AK-74]] (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.<br />
<br />
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "[[AK-12]]". It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.<br />
<br />
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".<br />
<br />
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining "AK-47".<br />
<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]<br />
[[File:AK-12.jpg|thumb|none|450px|An actual AK-12, for comparison to the "AK-12" found in the singleplayer - 5.45x39mm]]<br />
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.]]<br />
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".]]<br />
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]<br />
[[File:MW AK-12 (3).jpg|thumb|none|600px|An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]<br />
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]<br />
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the "Gilded Arm" was later added in Season 6.]]<br />
<br />
===AKM===<br />
The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf Warrior 2]]''), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.<br />
<br />
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw".<br />
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]<br />
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]]<br />
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , ''volk''), corresponding to their wolf head logo.]]<br />
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]<br />
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]<br />
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]<br />
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]<br />
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]<br />
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]<br />
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.]]<br />
[[File:MW2019 Resonant.jpg|thumb|none|600px|The "Resonant" blueprint, which seems to be based on ''[[Call of Duty: Infinite Warfare]]''’s "Volk" AK. The energy rounds zap and explode whole enemies in a manner similar to the ''Wunderwaffe DG-2'' from previous games' Zombies modes.]]<br />
<br />
===Arsenal AR-M1===<br />
At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].<br />
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]<br />
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]<br />
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]<br />
<br />
===AKS-74U===<br />
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima".<br />
<br />
Compared to the full length "AK-12" rifles, the campaign carbines actually have the in-game 5.45mm chambering, even when using the Molot RPK drums. <br />
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]<br />
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.]]<br />
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in ''Modern Warfare'', all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the ''[[Metro]]'' games).]]<br />
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.]]<br />
<br />
===AKMSU===<br />
The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].<br />
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]<br />
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.]]<br />
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]<br />
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]<br />
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]<br />
<br />
==AN-94==<br />
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production [[AK-12]]/15 rifles. As with ''[[Call of Duty: Black Ops II]]'', the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the ''third'' round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).<br />
<br />
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an [[RPK-74M]] extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.<br />
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]]<br />
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 (equipped with it's real-life muzzle device) with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]]<br />
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]]<br />
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]]<br />
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]<br />
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).]]<br />
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]<br />
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]<br />
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]<br />
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]<br />
[[File:MW2019Abakan5.jpg|thumb|none|600px|A member of the FSB with the rifle.]]<br />
[[File:MW2019Abakan2.jpg|thumb|none|600px|The barrel reciprocating while the rifle is shot.]]<br />
[[File:MW2019Abakan3.jpg|thumb|none|600px|Rocking in a new magazine during the rather awkward tactical reload.]]<br />
[[File:MW2019Abakan4.jpg|thumb|none|600px|Kicking out the old magazine during an empty reload. The dynamic magazine bullet tracking isn't present in 3rd person, though the omission is understandable.]]<br />
<br />
==AS Val==<br />
The [[AS Val]] was added in Season 6 as the "AS VAL" and according to the markings, it's made in Kastovia in-universe (the same place some AK variants are supposed to be made in) . Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.<br />
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The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.<br />
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]<br />
[[File:MW2019 ASVAL.jpg|thumb|none|600px|An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.]]<br />
[[File:MW2019 ASVAL1.jpg|thumb|none|600px|The iron sights are repositioned onto the handguard akin to the SR-3M.]]<br />
[[File:MW AS VAL (1).jpg|thumb|none|600px|Spawning in with the AS Val - the character disengages the safety lever.]]<br />
[[File:MW AS VAL (2).jpg|thumb|none|600px|The Val in idle.]]<br />
[[File:MW AS VAL (3).jpg|thumb|none|600px|Aiming with the short radius sights.]]<br />
[[File:MW AS VAL (4).jpg|thumb|none|600px|Reloading tactical style.]]<br />
[[File:MW AS VAL (5).jpg|thumb|none|600px|Throwing out the spent magazine on an empty reload.]]<br />
[[File:MW AS VAL (6).jpg|thumb|none|600px|Working the action underhanded style.]]<br />
[[File:MW AS VAL (7).jpg|thumb|none|600px|Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.]]<br />
[[File:MW AS VAL (8).jpg|thumb|none|600px|The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...]]<br />
[[File:MW AS VAL (9).jpg|thumb|none|600px|...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.]]<br />
<br />
===VSS Vintorez===<br />
Equipping the "VLK Vintazh" stock turns the gun into a [[VSS Vintorez]], while the "VLK Strelok" stock approximates that of the modernized VSSM; while not mandatory, the "Dragunov Scope" and the "SPP 10-R Mags" help further this setup's resemblance to the real deal.<br />
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]<br />
[[File:MW2019 VSSVintorez.jpg|thumb|none|600px|The VSS Vintorez in Gunsmith.]]<br />
[[File:MW2019 VSSVintorez1.jpg|thumb|none|600px|The rifle's other side, showing off the scope mount]]<br />
[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]]<br />
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]]<br />
[[File:MW2019vintorezM2.jpg|thumb|none|600px|Bale with the psudo-VSSM.]]<br />
[[File:MW2019vintorazM1.jpg|thumb|none|600px|Other side.]]<br />
<br />
===SR-3 Vikhr===<br />
[[SR-3]]/SR-3M Vikhr-like configurations can be made from the "Stovl SOF" barrel and the "Stovl 6P30 Skelet" stock or default stock, respectively. The name in these two attachments is a misspelling of "Stvol", a fictional weapon manufacturer fully known as "Ствол Тактический" in-game, which translates to "barrel tactical"; "6P30" is the GRAU index designation of the AS Val.<br />
[[File:SR3.jpg|thumb|none|350px|SR-3 Vikhr - 9x39mm]]<br />
[[File:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30-round magazine - 9x39mm]]<br />
[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]]<br />
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]]<br />
[[File:MW AS VAL (10).jpg|thumb|none|600px|The player inspects the SR-3 build.]]<br />
<br />
==ASh-12.7==<br />
The [[ASh-12.7]] prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.<br />
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It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.<br />
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]<br />
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]<br />
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]<br />
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]<br />
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]<br />
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]<br />
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]<br />
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]<br />
[[File:MW ASh (6).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW ASh (7).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW Oden The Liar.jpg|thumb|none|600px|"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]]<br />
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.]]<br />
[[File:MW Oden Black Asp (1).jpg|thumb|none|600px|Stylized Oden with a "Black Asp" skin. In fact, it differs from the previous one only in some light parts.]]<br />
[[File:MW Oden Black Asp (2).jpg|thumb|none|600px|Player inspects the "Black Asp" Oden. Note the "сделано в россии" markings meaning "Made in Russia", which is not on the original gun.]]<br />
<br />
==Colt Model 933==<br />
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a black Daniel Defense Mk18 RIS II handguard (although the bottom two screws are mounted from the back to front like the other four screws, whereas on the real handguard they are mounted from front to back), Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan NSWC Crane SOPMOD Block II buttstock (not a B5 enhanced because it lacks QD sling cups), tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.<br />
<br />
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.<br />
<br />
The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with an animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. At launch, the Create-a-Class menu incorrectly described the weapon as a battle rifle; this has since been corrected.<br />
<br />
The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.<br />
<br />
[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]<br />
[[File:MW2019933Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the Colt 933. The semi-auto marking is missing from the base weapon.]]<br />
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]<br />
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]<br />
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]<br />
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]<br />
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine catch is properly animated.]]<br />
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason, the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]<br />
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]<br />
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.]]<br />
[[File:M2019933Light2.jpg|thumb|none|600px|One of the Marine Raiders in the opening mission searches a dark warehouse with his weapon light. The player is able to equip their weapons but the flashlight isn't usable, and said flashlights only show up in this mission.]]<br />
<br />
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has a barrel and muzzle brake reminiscent of this weapon.]]<br />
[[File:MW Calibrutal.jpg|thumb|none|600px|The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.]]<br />
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loading his RO933 chambered in .458 SOCOM. Note the "Commando Foregrip", which resembles a Magpul Angled Foregrip.]]<br />
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]<br />
<br />
===Mk 18 Mod 0===<br />
The “FSS 11.5" Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.<br />
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]<br />
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]]<br />
[[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle-equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]]<br />
<br />
===Colt Model 901===<br />
The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble the [[M16A4|Colt Model 901]] (which was marketed as an M16A3). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.<br />
<br />
Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock, as does the "Old Faithful" blueprint. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.<br />
<br />
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]<br />
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]]<br />
[[File:MW M16 OG (1).jpg|thumb|none|600px|The M16/M203 combo setup built from the "OG" blueprint in-game. Note that even with the M16 M203 handguard, the grenade launcher is still somehow mounted on a section of picatinny rail underneath the handguard. How this is done is unclear, but likely a custom handguard setup designed for the game.]]<br />
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]<br />
[[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]]<br />
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]<br />
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]<br />
<br />
===Colt 9mm SMG (R0991)===<br />
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a [[Colt 9mm Submachine Gun|Colt 9mm SMG (R0991)]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).<br />
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]<br />
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload on a TangoDown Stubby foregrip-equipped SMG. The reload is a bit like the R0991 in ''[[Killing Floor 2]]''. Also note the magwell insert.]]<br />
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]<br />
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]]<br />
<br />
==="XRK M4"===<br />
The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle. The same receiver model layout, default pistol grip, trigger and fire selector is seen by default in most other blueprints added in the game post release, "Fair Bass", "Polytope", "War Pig", "White Noise", and "Zip Tie" to name a few, though with different markings, different manufacturer's printings and different attachments.<br />
<br />
It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.<br />
<br />
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".]]<br />
[[File:MW Mk18 (11).jpg|thumb|none|600px|Curiously enough, black versions of the "XRK M4" can be found from US Marines in the single player campaign. The weapons are referred to as the "Zip Tie". Kyle reloads one such weapon recently acquired from a deceased Marine. Note that some models such as this version still feed from the default tan windowed PMAGs, a combination that is not possible in multiplayer.]]<br />
[[File:MW2019XRK1.jpg|thumb|none|600px|A Marine firing from behind cover with the rifle. The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard "M4" weapon model.]]<br />
[[File:MW Mk18 (13).jpg|thumb|none|600px|The player holds the aforementioned "Zip Tie" blueprint in multiplayer, which comes with the unique fore-end. Inspection of the gun shows similar fire selector and magazine catch as on the XRK M4, but in bright blue color. Note the special extended handguard with rail covers. Also, unlike the XRK M4, this skin has an American flag on the magwell.]]<br />
<br />
===M4A1 Carbine===<br />
The "Task Force" blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]'', though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.<br />
<br />
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. <br />
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]<br />
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".|600px]]<br />
[[File:MW2019MW2-M42.jpg|thumb|none|600px|Inspecting the left side of the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".]]<br />
[[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]]<br />
[[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]]<br />
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it was incorrectly described as a battle rifle in the Create-a-Class menu before being corrected in a later update.<br />
<br />
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.<br />
<br />
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous ''Call of Duty'' games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.<br />
<br />
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]<br />
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.]]<br />
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]<br />
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]<br />
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]<br />
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]<br />
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]<br />
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]<br />
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]<br />
[[File:MW2019FAMASUrz1.jpg|thumb|none|600px|An Urzikstan Liberation Force fighter with the FAMAS, which has an aftermarket muzzle brake.]]<br />
[[File:MW FAMAS (8).jpg|thumb|none|600px|A tan-colored "Jerboa" FAMAS blueprint in-game. This blueprint has a custom frame and also equipped by default with a tactical suppressor, laser, VLK 3.0x Optic scope and 50-round magazine.]]<br />
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]<br />
<br />
===FAMAS Valorisé===<br />
The "Fractured Forces", "Code Breaker", "The Artisan", "Insurgency" and "The Fallen" blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. <br />
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]<br />
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.]]<br />
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the "Code Breaker".]]<br />
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]<br />
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]<br />
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]<br />
<br />
===FAMAS G1===<br />
A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]].<br />
<br />
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]<br />
[[File:MW FAMAS G1.jpg|thumb|none|600px|An unreleased FAMAS G1 blueprint in an intro screen to the armory.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the "Fractured" blueprint.]]<br />
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]]<br />
[[File:MW2019FAMASUis1.jpg|thumb|none|600px|Iskra inspects the FAMAS.]]<br />
[[File:MW2019FAMASUis2.jpg|thumb|none|600px|Aiming.]]<br />
<br />
==FN FAL==<br />
The [[FN FAL]] is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.<br />
<br />
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely a hidden attachment or an entirely different weapon entity that was left in the singleplayer as an Easter Egg of sorts.<br />
<br />
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.<br />
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]<br />
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the barrel & muzzle]]<br />
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL "G Series" - 7.62x51mm NATO]]<br />
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]<br />
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]<br />
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games. Initially, the weapon was depicted with "E-S" selector markings, similarly to the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector markings have been changed to "S-F" after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.]]<br />
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]<br />
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]<br />
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]<br />
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]<br />
[[File:MW FAL (8).jpg|thumb|none|600px|The FAL with the "S-F" selector markings...]]<br />
[[File:MW FAL (9).jpg|thumb|none|600px|...while the "Beefeater" variant still has a gold-embossed "E-S" inscription.]]<br />
<br />
===FN FAL Paratrooper===<br />
The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.<br />
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]<br />
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]<br />
<br />
===DSA SA58 OSW===<br />
The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. <br />
[[File:DSA-SA-58-OSW.jpg |thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base "Smooth Dominator" FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]<br />
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]<br />
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]<br />
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]<br />
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.]]<br />
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]<br />
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.]]<br />
<br />
==FN SCAR-H==<br />
The [[SCAR-H]] appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the old descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "[[FN]]" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.<br />
<br />
The weapon is also seen in the "Poster" calling card in multiplayer.<br />
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which has no length of pull adjustment), the relocated pins, and the greatly elongated side rails.]]<br />
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.]]<br />
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]<br />
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]<br />
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]<br />
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:<br><br />
* Like the "M4A1", the magazine release is animated.<br><br />
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.<br><br />
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.<br><br />
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).<br><br />
* There are "FORGE TAC Arms USA" markings underneath the rear sight.]]<br />
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]<br />
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]<br />
[[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.]]<br />
[[File:MW2019SCARHR3.jpg|thumb|none|600px|A South Korean 707th member reloads an all black SCAR-H. Note the psudo Special Operations Command Korea patch.]]<br />
[[File:MW SCAR Traitor.jpg|thumb|none|600px|"The Traitor" SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver. ]]<br />
[[File:MW SCAR Traitor (2).jpg|thumb|none|600px|The player holds "The Traitor".]]<br />
[[File:MW SCAR Traitor (3).jpg|thumb|none|600px|And inspects it, showing Tempus Arnament markings.]]<br />
<br />
===FN SSR===<br />
Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.<br />
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]<br />
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]<br />
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]<br />
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]<br />
<br />
===FN SCAR-SC===<br />
The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact [[FN SCAR-SC]], except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.<br />
[[File:FN SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]<br />
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|A SCAR-SC build in Gunsmith.]]<br />
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]<br />
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]<br />
<br />
==Heckler & Koch G36==<br />
The [[Heckler & Koch G36]] was added with the "Season One" content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.<br />
<br />
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.<br />
<br />
The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).<br />
<br />
The most notable trait of the "Necrosis" model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]<br />
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]<br />
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]<br />
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the "Holger-26". Note the chopped down front sight.]]<br />
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the "FORGE TAC" marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]<br />
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]<br />
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]<br />
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]<br />
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]<br />
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]<br />
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]<br />
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler & Koch G36 with low-profile scope rail - 5.56x45mm NATO]]<br />
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The "Necrosis" blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]<br />
[[File:MW G36 Guilded.jpg|thumb|none|600px|The "Gilded" G36 blueprint, which uses the normal-model stock.]]<br />
<br />
===Heckler & Koch G36KA4===<br />
The "XRK Ultralight" barrel attachment turns the weapon into a [[Heckler & Koch G36K|G36KA4]].<br />
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]<br />
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]<br />
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]<br />
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the "Necrosis" blueprint, showcasing the difference in receiver designs.]]<br />
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]<br />
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]<br />
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]<br />
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]<br />
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]<br />
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]<br />
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]<br />
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a "Necrosis" G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]<br />
<br />
===Heckler & Koch G36C===<br />
The “FTAC 8.98" Spitfire” attachment turns the gun into a [[Heckler & Koch G36C|G36C]].<br />
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]<br />
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]<br />
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired "Colonial Standard" G36C included in the "Earth Expeditionary Force" bundle, which also includes a Ripley-themed uniform for SAS character Charly. "Adios" is also from one of the film's M56 Smart Guns.]]<br />
<br />
==Heckler & Koch HK433==<br />
The [[Heckler & Koch HK433]] appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.<br />
<br />
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black".<br />
<br />
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler & Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).<br />
[[File:HK433.jpg|thumb|none|450px|Heckler & Koch HK433, third prototype - 5.56x45mm NATO]]<br />
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]<br />
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]<br />
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.]]<br />
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]<br />
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]<br />
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]<br />
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the "M27 IAR" from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]<br />
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]<br />
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]<br />
<br />
==IWI Galil ACE Hybrid==<br />
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.<br />
<br />
The "CR-56 EXO" attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.<br />
<br />
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.<br />
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15" barrel - 7.62x39mm]]<br />
[[File:ACE GAR51.jpg|thumb|none|450px|IWI US Galil ACE GAR51SBR - 7.62x51mm NATO]]<br />
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The Galil ACE with its default 11.8" barrel. The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]<br />
[[File:MW2019 GalilACE.jpg|thumb|none|600px|Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]<br />
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined "Hardhat" map from ''MW3.'' Note the non-standard top cover latch; the ACE series use a conventional AK-style push-button, while the in-game rifle instead uses a sheet-metal tab reminiscent of the [[RPK-16]], with the spot that the button would normally occupy being taken up by the fictional manufacturer's pentagonal logo.]]<br />
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE - though with a rear sight this wide, "pointing" might be a more appropriate verb.]]<br />
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine; the same pentagonal logo is visible here, as is a 3-position selector correctly set to "auto".]]<br />
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]<br />
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]<br />
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in "The Story So Far" trailer.]]<br />
[[File:ACE GAR39.jpg|thumb|none|450px|IWI US Galil ACE GAR39SBR - 7.62x39mm]]<br />
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3" Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]<br />
[[File:MW ACE The Divide.jpg|thumb|none|600px|"The Divide" Galil ACE with the GAR39SBR-like barrel and forend.]]<br />
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]<br />
[[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]]<br />
[[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.]]<br />
[[File:MW ACE (8).jpg|thumb|none|600px|The [[Galatz]]-like sniper version of the Galil.]]<br />
<br />
==IWI Tavor CTAR-21==<br />
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7", manufactured by XRK in-game. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.<br />
<br />
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.<br />
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]<br />
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]<br />
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]<br />
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]<br />
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]<br />
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]<br />
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]<br />
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]<br />
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]<br />
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]<br />
<br />
===IWI Tavor TAR-21===<br />
The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.<br />
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the "Eclipse" barrel and other attachments.]]<br />
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The "Corrupter" TAR-21, which also features an even further-stylized chassis.]]<br />
<br />
==Karabiner 98k==<br />
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. <br />
<br />
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).<br />
<br />
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.<br />
<br />
During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.<br />
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]<br />
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]<br />
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]<br />
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]<br />
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]<br />
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]<br />
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]<br />
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]<br />
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]<br />
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]<br />
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]<br />
<br />
==M14==<br />
The [[M14]] appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.<br />
<br />
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. <br />
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]<br />
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the "FORGE TAC" markings.]]<br />
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]<br />
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in ''[[Medal of Honor: Warfighter]]''.]]<br />
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the "FSS Raider Chassis Elite".]]<br />
[[File:MW M14 (6).jpg|thumb|none|600px|Sleight-of-Hand reloading a customized EBR.]]<br />
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the "FSS Raider Chassis Pro".]]<br />
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]<br />
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]<br />
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The "Stay Frosty" M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]<br />
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]<br />
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]<br />
<br />
==Marlin Model 1895==<br />
The [[Marlin Model 1895]] appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.<br />
<br />
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.<br />
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]<br />
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]<br />
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]<br />
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]<br />
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]<br />
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]<br />
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]<br />
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]<br />
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]<br />
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]<br />
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The "Dust Trail" Marlin.]]<br />
<br />
==SIG-Sauer MCX VIRTUS SBR==<br />
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.<br />
<br />
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches, while the "Tempus Cyclone" gives the gun an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The "no stock" attachment normally just removes the stock, but on the "Radioactive" and "Cagefighter" blueprint it replaces it by a buffer tube.<br />
<br />
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.<br />
<br />
A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.<br />
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]<br />
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]<br />
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the "M13".]]<br />
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]<br />
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional "SOLOZERO Optics" manufacturer.]]<br />
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]<br />
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]<br />
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]<br />
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]<br />
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]<br />
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]<br />
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]<br />
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the "Marksman" barrel assembly, with a length somewhere between an MCX SBR's 14.5" barrel and an MCX Patrol's 16" barrel. The handguard is of fictional length; the number of M-LOK slots would suggest a 14.5" barrel, but the dimensions of the handguard are slightly larger than they are supposed to be.]]<br />
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX VIRTUS Patrol.]]<br />
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.]]<br />
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]<br />
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The "Short Stuff" MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's cam plate next to the bolt catch. This is also the case for many other blueprints such as the "Die Cast" and "Cagefighter".]]<br />
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]]<br />
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]<br />
<br />
==SIG SG 552==<br />
The [[SIG SG 552]] was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The "Envenom" and "Mother Lode" blueprints added in Season 5 give the base rifle a highly stylized appearance and use [[IMBEL IA2]]-style stocks. Additionally, the "Mother Lode" has stylised Diamondback iron sights.<br />
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]<br />
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]<br />
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]<br />
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]<br />
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]<br />
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have "22LR" written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the ".223 Rem." marking on the side of the upper receiver, which was changed to "5.56 NATO" sometime in 2020.]]<br />
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]<br />
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]<br />
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]<br />
<br />
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]]<br />
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.]]<br />
[[File:MW SG552 (9).jpg|thumb|none|600px|Extremely shortened rifle with a quad-stack magazine in the Hackney Yard map.]]<br />
<br />
[[File:IMBEL IA2.jpg|thumb|none|450px|IMBEL IA2 - 5.56x45mm]]<br />
[[File:MW Mother Lode.jpg|thumb|none|600px|The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]]<br />
[[File:MW Envenom.jpg|thumb|none|600px|The "Envenom" blueprint, with an alternate default forend.]]<br />
<br />
===SIG SG 550===<br />
The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip gives it a resemblance to the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).<br />
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]<br />
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]<br />
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the rifle.]]<br />
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]<br />
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]<br />
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]<br />
<br />
===SIG SG 551===<br />
The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.<br />
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]<br />
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]<br />
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 build the Atlas Superstore.]]<br />
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]<br />
<br />
==Zastava M59/66==<br />
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.<br />
<br />
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.<br />
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]<br />
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.]]<br />
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]<br />
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]<br />
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]<br />
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]<br />
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]<br />
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock - 7.62x39mm]]<br />
[[File:MW SKS (12).jpg|thumb|none|600px|The "FTAC Hunter-Scout" stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]<br />
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]<br />
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]<br />
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]<br />
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]<br />
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]<br />
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]<br />
[[File:MWSKS-BayofPigs.jpg|thumb|none|600px|The "Bay of Pigs" variant which could be received during the [[Call of Duty: Black Ops Cold War|''Black Ops Cold War'']] reveal event in Warzone on August 26, 2020.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AX50==<br />
The [[Accuracy International AX50]] is featured in the game.<br />
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]<br />
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]<br />
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]<br />
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]<br />
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]<br />
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]<br />
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]<br />
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]<br />
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]<br />
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the "Corpse Maker" variant.]]<br />
<br />
==Barrett XM109==<br />
The [[Barrett XM109]] was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".<br />
<br />
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer "FTAC Seven Straight" barrel which, when combined with the Tank Brake and with ''not'' using the 25mm grenade ammo, makes it a [[Barrett M82A3]]-like build (though with only five-round mags instead of ten).<br />
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]<br />
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]<br />
[[File:MW2019 XM109.jpg|thumb|none|600px|The base "Rytec AMR" in Gunsmith.]]<br />
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]<br />
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the "Scrapyard" map recreated from ''MW2''.]]<br />
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]<br />
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]<br />
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]<br />
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]<br />
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the "Rytec" advertisers probably didn't have in mind.]]<br />
[[File:M82A1 OldSpec.JPG|thumb|none|500px|Original/Early Specification Barrett M82 - .50 BMG]]<br />
[[File:Barrett M82A3.jpg|thumb|none|500px|Barrett M82A3 - .50 BMG]]<br />
[[File:MW M82.jpg|thumb|none|600px|The AMR with the early Barrett style "XRK Mastodon" stock, bipod, and the "XRK Tank Brake" and "FTAC Seven Straight" modifications.]]<br />
<br />
=="HDR"==<br />
The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. Hadir states that it is chambered in .338 Lapua, although visually it seems to be chambered in 12.7x108mm ammunition (and in multiplayer the ammunition is stated to be 12.7 as well). The magwell and a few parts of the receiver appear to be similar to the [[Victrix Corvus]], with the lower handguard reminiscent of a [[PGM Mini-Hecate]]'s handguard. In insgle player it is fitted with a skeletonized wooden thumbhole stock and is equipped with two scopes that line up and function as one variable zoom scope. <br />
<br />
In multiplayer, the rifle has a different upper handguard with KeyMod which resembles that of the SKAT GM-200. The stock is changed to the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series, and it now has a pistol grip inspired by the Stark Equipment grips. A unique "Grassy Knoll" variant is available exclusively to owners of the Operator Edition of the game (the camoflage and net wrap resembling the "All Ghillied Up" M21 from the original Modern Warfare). Additionally, the aforementioned campaign model was added to multiplayer in Season 1 as a blueprint called "Hadir's Right Hand".<br />
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]<br />
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]<br />
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]<br />
[[File:MW2019HDRSP1.jpg|thumb|none|600px|Hadir's Sniper Rifle in the single player level 'Highway of Death". The stock (referred to in multiplayer as the "FTAC Champion" stock) appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]]<br />
[[File:MW2019HDRSP2.jpg|thumb|none|600px|Hadir presents Alex his custom rifle.]]<br />
[[File:MW2019HDRSP3.jpg|thumb|none|600px|Hadir states to Alex the rifle is chambered in .338 Lapua while holding a round he ejected which appears to be 12.7x108mm.]]<br />
[[File:MW2019HDRSP4.jpg|thumb|none|600px|Upon picking it up, Alex checks the magazine...]]<br />
[[File:MW2019HDRSP5.jpg|thumb|none|600px|...then the chamber.]]<br />
[[File:MW HDR (7).jpg|thumb|none|600px|"Hadir's Right Hand" in multiplayer.]]<br />
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style.]]<br />
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The default multiplayer model of the "HDR" in Gunsmith - note the different style of receiver and forend.]]<br />
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the "HDR" - the user visibly chambers the first round.]]<br />
[[File:MW HDR (2).jpg|thumb|none|600px|The basic "HDR" in-game.]]<br />
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]<br />
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]<br />
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]<br />
<br />
==M24 SWS==<br />
The [[M24 SWS]] was added in Season 6 as the "SP-R 208", under the marksman rifles class. It is fitted with a trigger guard & paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 [[Remington 700 SPS|SPS]] / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the [[Remington Model 7]].<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW M24 Gunsmith.jpg|thumb|none|600px|The default "SP-R 208" in Gunsmith.]]<br />
[[File:MW M24 (1).jpg|thumb|none|600px|Spawning in with the M24 rifle shows the first round being chambered.]]<br />
[[File:MW M24 (2).jpg|thumb|none|600px|The scopeless M24 in idle.]]<br />
[[File:MW M24 (3).jpg|thumb|none|600px|Using the rail-affixed sights.]]<br />
[[File:MW M24 (4).jpg|thumb|none|600px|The character swaps out the rifle's magazines with his dominant hand.]]<br />
[[File:MW M24 (5).jpg|thumb|none|600px|Opening up the action and ejecting the last casing on an empty reload.]]<br />
[[File:MW M24 (6).jpg|thumb|none|600px|The spent mag is tossed aside before loading in a new one and chambering the rifle.]]<br />
[[File:MW M24 (7).jpg|thumb|none|600px|Meleeing with the M24.]]<br />
[[File:MW M24 (8).jpg|thumb|none|600px|The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the "XRK SP-TAC 208 Ultimate" chassis.]]<br />
[[File:MW M24 .300NM.jpg|thumb|none|600px|Inspecting a .300 Norma Magnum rifle set in the "ZLR SP-R Overseer" chassis and with the "Sloan KR-800 DeadEye" bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.]]<br />
[[File:MW M24 .338LM.jpg|thumb|none|600px|Previewing an M24 in .338 Lapua Magnum in the "XRK SP-LITE 208 Blitz" stock chassis and the "Sloan KR-600 Feather" bolt.]]<br />
[[File:MW M24 Gunsmith (2).jpg|thumb|none|600px|The "FSS Virtuoso Pro" stock as seen in Gunsmith.]]<br />
<br />
==SVD Dragunov==<br />
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.<br />
<br />
The "skeleton stock" attachment gives it an [[SVDS]]-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.<br />
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]<br />
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the "Euphrates Bridge" level.]]<br />
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]<br />
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]<br />
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]<br />
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]<br />
[[File:Modernwarfare2019allisvd1.jpg|thumb|none|600px|A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has "MADE IN BELARUS" written on it and is erroneously marked as a POSP in Cyrillic.]]<br />
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]<br />
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]<br />
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]<br />
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the "Plague Sore" Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]<br />
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]<br />
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the "Plague Sore". The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]<br />
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops. The Minigun in Warzone can be reloaded and has its own reload animation.<br />
<br />
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]<br />
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134. "Aiming" involves the screen zooming in while melee-ing results in thrusting the barrel cluster forward..]]<br />
[[File:MW M134 Inspect.jpg|thumb|none|600px|Inspecting the Minigun whilst utilizing the Juggernaut killstreak. The sticker on the gun contains a serial number, part number, and name of the manufacturer (which is "IWRZ Corp").]]<br />
[[File:MW2019JuggMinigun2.jpg|thumb|none|600px|A Juggernaut in multiplayer with the Minigun. Note the feed system, which might be misaligned due to the feed having physics.]]<br />
[[File:MW2019LittleBirdRU1.jpg|thumb|none|600px|A Russian Little Bird with twin Miniguns.]]<br />
[[File:MW2019LittleBirdRU2.jpg|thumb|none|600px|Firing]]<br />
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]<br />
[[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]]<br />
[[File:MW19 Sentrygun (2).jpg|thumb|none|600px|Left side of the automated M134.]]<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to ''Modern Warfare Remastered'''s multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.<br />
<br />
A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.<br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]<br />
[[File:MW2019 M249.jpg|thumb|none|600px|The "Bruen Mk9" in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]<br />
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]<br />
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]<br />
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]<br />
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]<br />
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]<br />
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]<br />
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]<br />
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]<br />
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]<br />
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]<br />
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]<br />
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]<br />
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]<br />
<br />
==Heckler & Koch MG5==<br />
The [[Heckler & Koch MG5]] appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].<br />
<br />
Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the [[Knight's Armament LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.<br />
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler & Koch MG5 - 7.62x51mm NATO]]<br />
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&K MG5 with the aid of the carry handle.]]<br />
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]<br />
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]<br />
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]<br />
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]<br />
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]<br />
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]<br />
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The "Old Wounds" MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]<br />
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the "Hazard" blueprint.]]<br />
[[File:MW MG5 (9).jpg|thumb|none|600px|The "Warhead" MG5 blueprint in-game; a reward for reaching max rank in the first season.]]<br />
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]<br />
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]<br />
<br />
===Heckler & Koch MG5 A2===<br />
The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called "M91 Infantry".<br />
[[File:MG5 A2.jpg|thumb|none|450px|Heckler & Koch MG5 A2 - 7.62x51mm NATO]]<br />
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the "M91 Special Forces" barrel, converting it into the A2.]]<br />
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the "Ruby Rampage".]]<br />
<br />
==Knight's Armament LAMG==<br />
The [[Knight's Armament LAMG]] itself was added during Season 5, under the name "FiNN LMG". As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.<br />
<br />
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the [[KAC ChainSAW]], via the "XRK ChainSAW" attachment. The "XRK M309 Forward Assault" stock is also similar to the older KAC LMG's tubular stock.<br />
<br />
The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.<br />
<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW2019 KACLMG.jpg|thumb|none|600px|The KAC LAMG in Gunsmith, unmodified.]]<br />
[[File:MW2019 KACLMG2.jpg|thumb|none|600px]]<br />
[[File:MW LAMG (1).jpg|thumb|none|600px|Raines with the LAMG in-game.]]<br />
[[File:MW LAMG (2).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW LAMG (3).jpg|thumb|none|600px|Pulling the charging handle from empty.]]<br />
[[File:MW LAMG (4).jpg|thumb|none|600px|Removing the empty belt box.]]<br />
[[File:MW LAMG (5).jpg|thumb|none|600px|Feeding in new links of regular 5.56.]]<br />
[[File:MW LAMG (6).jpg|thumb|none|600px|Closing the LAMG's top cover.]]<br />
[[File:MW LAMG (7).jpg|thumb|none|600px|Thumping a crate with the LAMG.]]<br />
[[File:MW2019 KACLAMGinspect.jpg|thumb|none|600px|The "FiNN" equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.]]<br />
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]<br />
[[File:MW LAMG ChainSAW (1).jpg|thumb|none|600px|The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.]]<br />
[[File:MW LAMG ChainSAW (2).jpg|thumb|none|600px|Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.]]<br />
<br />
==L86A1==<br />
The [[L86A1]] is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.<br />
<br />
It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].<br />
<br />
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]<br />
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]<br />
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]<br />
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]<br />
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]<br />
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]<br />
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]<br />
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]<br />
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]<br />
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]<br />
<br />
===L85A1===<br />
The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.<br />
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]<br />
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]<br />
<br />
==MG34==<br />
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.<br />
<br />
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.<br />
<br />
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".<br />
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]<br />
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]<br />
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]<br />
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]<br />
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]<br />
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]<br />
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]<br />
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.]]<br />
<br />
==PKM==<br />
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.<br />
<br />
The "25.9" heavy barrel" attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.<br />
<br />
Various blueprints such as the "Standard Issue", "Bludgeoner" and "Game Over" are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.<br />
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]<br />
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]<br />
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]<br />
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character incorrectly pulls the charging handle before opening the feed tray cover.]]<br />
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier would instead actually be locked back. As the PK family of machine guns pulls cartridges rearward out of the belt instead of pushing them through, i.e. how the M240 and M249 machine guns operate, because of the large rim on the 7.62x54mm cartridge, the weapon can only be properly loaded by racking the charging handle once at the end of the process so that the first cartridge can be pulled out of the belt and readied for firing. The procedure depicted in game would realistically result in a PKM that would need to be dry fired and cycled a whopping ''third'' time before being shootable.]]<br />
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]<br />
[[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.]]<br />
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]<br />
[[File:PKM-Zenitco.jpg|thumb|none|450px|PKM with Zenitco furniture - 7.62x54mm R]]<br />
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.]]<br />
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]<br />
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]<br />
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]<br />
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The 2020 prototype of the [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG-6.8; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The "RAAL MG" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]]<br />
[[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]]<br />
[[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in "Killhouse".]]<br />
[[File:SIGMG338MW19 ADS.jpg|thumb|none|600px|Looking down the iron sights.]]<br />
[[File:SIGMG338MW19 inspect1.jpg|thumb|none|600px|Inspecting the machine gun involves checking the feed tray.]]<br />
[[File:SIGMG338MW19 inspect2.jpg|thumb|none|600px|Then flipping the gun on its side and taking in the chunky FDE magnificence. Note the "ZLR" manufacturer marking.]]<br />
[[File:SIGMG338MW19 inspect3.jpg|thumb|none|600px|Checking the ejection port and charging handle.]]<br />
[[File:SIGMG338MW19 reload1.jpg|thumb|none|600px|Reloading from empty involves racking the charging handle.]]<br />
[[File:SIGMG338MW19 reload2.jpg|thumb|none|600px|Clearing the feed tray of stray links.]]<br />
[[File:SIGMG338MW19 reload3.jpg|thumb|none|600px|Replacing the ammunition box.]]<br />
[[File:SIGMG338MW19 reload4.jpg|thumb|none|600px|Then closing the unique side folding top cover.]]<br />
<br />
=Launchers=<br />
==Carl Gustaf M4==<br />
The [[Carl Gustaf M4]] appears as the "Strela-P" (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.<br />
<br />
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]<br />
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the ''[[Insurgency: Sandstorm]]'' tradition of engaging idle vehicles with AT launchers.]]<br />
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]<br />
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]<br />
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]<br />
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]<br />
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]<br />
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]<br />
<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin]] appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.<br />
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]<br />
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]<br />
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]<br />
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]<br />
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]<br />
<br />
==FN 40GL==<br />
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).<br />
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]<br />
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]<br />
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]<br />
[[File:MW FN 40GL (3).jpg|thumb|none|600px|"Aiming", which really just zooms in.]]<br />
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]<br />
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]<br />
<br />
==GP-25==<br />
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]<br />
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]<br />
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]<br />
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]<br />
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher can be attached to many of the other weapons in the "assault rifles" category.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike; as with the GP-25 above, the flip-up grenade launcher leaf sight associated with this particular barrel option is never used for its intended purpose.]]<br />
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]<br />
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]<br />
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]<br />
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]]<br />
[[File:MW2019M203shorty.jpg|thumb|none|600px|A Marine in single player with the M203 "mounted" on a 10.3" barrel.]]<br />
<br />
===Madbull XM203===<br />
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|450px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The fictional launcher attached to a Tavor. [[Call of Duty: Modern Warfare 2#IMI Tavor TAR-21|10 years, and they still haven't learned...]]]]<br />
[[File:MW XM203 (1).jpg|thumb|none|600px|The "M203" affixed to a "Grau 5.56"; like most of the game's UBGLs, it lacks sights of any sort.]]<br />
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW XM203 (3).jpg|thumb|none|600px|The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.]]<br />
<br />
==Milkor Mark 14==<br />
The [[Milkor Mark 14]] appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected. It is reloaded with a (possibly VLTOR-made) speedloader.<br />
<br />
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]<br />
[[File:MW2019MGLm1.jpg|thumb|none|600px|An MGL on the ground of a Russian armory. How or why Russian forces have this is beyond anyone's guess.]]<br />
[[File:MW2019MGLm2.jpg|thumb|none|600px|Alex checks the MGL's load when equipping the weapon, which he founds out is loaded with incedenary rounds.]]<br />
[[File:MW MGL (1).jpg|thumb|none|600px|Alex exits the armory and prepares for the final onslaught in the level "Proxy War".]]<br />
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]<br />
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.]]<br />
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]<br />
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is featured in the game.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]<br />
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]<br />
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.]]<br />
[[File:MW RPG-7 (4).jpg|thumb|none|600px|A closer look at the RPG.]]<br />
<br />
==SA-25==<br />
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the "PILA" (plural form of ''pilum'', a type of Roman javelin; it also means "saw" in Russian). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional "FSS" company branding on the gripstock housing.]]<br />
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]<br />
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]<br />
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]<br />
[[File:MW SA-25 (4).jpg|thumb|none|600px|The weapon inspection feature added post-release allows to take a closer look at the launcher.]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
The "Flash Grenade" in multiplayer is a [[Model 7290 flashbang grenade]].<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]<br />
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]<br />
<br />
==Mk.V CN Gas Grenade==<br />
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the "Gas Grenade".<br />
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]<br />
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]<br />
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]<br />
<br />
==M18 Smoke Grenade==<br />
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.<br />
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]<br />
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]<br />
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]<br />
[[File:MW2019M18smoke2.jpg|thumb|none|600px|An M18 Smoke Grenade 'deployed".]]<br />
[[File:MW2019M18smoke3.jpg|thumb|none|600px|A member of the SAS with two M18 grenades on his rig.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 Hand Grenade]] is featured in the game as the standard grenade, used by all factions. It is also used as a booby trap in single player.<br />
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]<br />
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]<br />
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]<br />
[[File:MW M67 Idle.jpg|thumb|none|600px|Holding the grenade with the spoon removed. Note that the striker appears to not be in the fired position, which would prevent the fuze from detonating in real life.]]<br />
[[File:Mw2019grenadetrap1.jpg|thumb|none|600px|An Al-Qatala grenade trap in single player.]]<br />
[[File:Mw2019grenadetrap2.jpg|thumb|none|600px|The other side of another grenade trap.]]<br />
<br />
==M18A1 Claymore==<br />
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.<br />
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]<br />
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]<br />
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]<br />
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]<br />
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]<br />
<br />
==M84 Stun Grenade==<br />
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the "Stun Grenade".<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]<br />
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]<br />
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]<br />
<br />
==Hybrid Bouncing Mine==<br />
The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.<br />
[[File:MW VS Mine (1).jpg|thumb|none|600px|The "Proximity Mine" in the loadout menu.]]<br />
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]<br />
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]<br />
<br />
=="Thermite"==<br />
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from ''Titanfall 2'', a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.<br />
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]<br />
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]<br />
<br />
==RGD-5==<br />
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.<br />
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]<br />
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]<br />
<br />
==RGO Fragmentation Grenade==<br />
The "Hidden" uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.<br />
[[File:RGO.jpg|thumb|none|450px|RGO frag grenade]]<br />
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]<br />
<br />
==M26 hand grenade==<br />
What appears to be [[M26 hand grenade]]s are seen in the background of the player skin overview in multiplayer.<br />
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]<br />
<br />
=Emplaced/Mounted Weapons=<br />
==AGM-114 Hellfire==<br />
The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the "Cruise Missile" killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires. These same missiles later appear in the level "Into the Furnace".<br />
[[File:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]<br />
[[File:MW2019Apachehellfireclose.jpg|thumb|none|600px|Closeup of the Apache hardpoints, which has a similar configuration as the above image.]]<br />
[[File:MW2019Apachehellfire.jpg|thumb|none|600px|An Apache in the mission "Hunting Party" armed with Hellfire missiles (and strangely used by the USMC). Note the lack of crew, something that exists in both its single player and multiplayer renditions.]]<br />
[[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]]<br />
[[File:MW CruiseMissile Tablet.jpeg|thumb|none|600px|A Hellfire can be seen on the tablet when calling in the "Cruise Missile" killstreak. Note the additional fins around the middle of the missile body that are not present on real Hellfires.]]<br />
[[File:MW19Hellfire1.jpg|thumb|none|600px|Front of the fictional Hellfire in the mission "Into the Furnace".]]<br />
[[File:MW19Hellfire3.jpg|thumb|none|600px|Side.]]<br />
[[File:MW19Hellfire2.jpg|thumb|none|600px|Rear.]]<br />
<br />
==AGS-17==<br />
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.<br />
[[File:Ags17.jpg|thumb|none|400px|AGS-17 "Plamya" on tripod - 30x29mm]]<br />
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.]]<br />
[[File:MW2019ALWHLS1.jpg|thumb|none|600px|An Allegiance "Wheelson" with AGS-17 in multiplayer. The text on the vehicle appears to be English instead of Russian.]]<br />
[[File:MW2019ALWHLS2.jpg|thumb|none|600px|Closeup. Note that the bottom/forward ejection system appears to be blocked by that middle bottom camera. This is unlike the Coalition "Wheelson", which uses the bottom/rearward ejecting Mk 47.]]<br />
[[File:MW2019ALWHLS3.jpg|thumb|none|600px|Back, feed side.]]<br />
[[File:MW2019ALWHLS4.jpg|thumb|none|600px|Back, other side.]]<br />
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating the Allegiance "Wheelson".]]<br />
<br />
==Browning M2HB==<br />
The [[Browning M2HB]] appears in single player mounted on various vehicles and in multiplayer mounted on the Bradley-based IFVs. It is also used for the Shield Turret killstreak, fitted with a tripod, alternate barrel, and a gun shield.<br />
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]<br />
[[File:MW2019M2HB10.jpg|thumb|none|600px|Mounted to an Allegiance Bradley in multiplayer.]]<br />
[[File:MW2019M2HB11.jpg|thumb|none|600px|Rear of the gun.]]<br />
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round, as it is standard procedure with the M2.]]<br />
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''. Aiming simply zooms in the screen.]]<br />
[[File:MW2019AQTechie4.jpg|thumb|none|600px|A M2 mounted on an AQ technical in the mission "Going Dark". Note the conspicuously mounted flashlight, which appears to be affixed to the top cover.]]<br />
[[File:MW2019M2HB9.jpg|thumb|none|600px|An M2 mounted as a coaxial gun(!) inside a M2A4 Bradley in single player.]]<br />
[[File:MW2019M2HB6.jpg|thumb|none|600px|An M2 mounted in a RWS on a Stryker, which is strangely being used by US Marines.]]<br />
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the "Shield Turret" M2 killstreak. Note the DI Optical DCL-120 reflex sight.]]<br />
[[File:MW2019M2HB4.jpg|thumb|none|600px|An Allegiance soldier firing the gun. Note the AGS-style ammo drum.]]<br />
<br />
==Bushmaster M242 Chaingun==<br />
[[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV/"IAV" and psudo-OTO-Melara Puma "APC" armored vehicles in the game. What appears to be fictionalized version of the guns are mounted and used on the multiplayer incantations of the Bradley. <br />
[[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]]<br />
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]<br />
[[File:MW2019Bradley1.jpg|thumb|none|600px|A Bradley in single player, which is for some reason being used by the USMC.]]<br />
[[File:MW2019Bradley3.jpg|thumb|none|600px|Closeup of the M242 Chaingun on another Bradley in use by the ULF.]]<br />
[[File:MW2019Pumarender.jpg|thumb|none|600px|An official render of the OTO-Melara Puma with fictional turret "APC".]]<br />
[[File:MW2019Puma3.jpg|thumb|none|600px|Closeup of the cannon. Note the addition of an M2 machine gun, which is clipping through the turret. This glitch only appears for the single player Puma models.]]<br />
[[File:MW2019Bradley4.jpg|thumb|none|600px|An Allegiance Bradley. This version of the Bradley was carried over to the multiplayer of the sequel game, Modern Warfare II.]]<br />
[[File:MW2019Bradley5.jpg|thumb|none|600px|Closeup of its gun.]]<br />
[[File:MW2019Bradley6.jpg|thumb|none|600px|A Coalition Bradley. Note the BUSK III style up-armor and massive muzzle brake.]]<br />
<br />
==General Electric GAU-8/A Avenger==<br />
The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.<br />
[[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]<br />
[[File:MW19 A-10C.jpg|thumb|none|600px|A cropped image of the "Precision Airstrike" background art - the in-game screen covers the GAU-8 a bit with the description text. The A-10's loadout also includes four AGM-65 Maverick air-to-surface missiles, four AIM-9 Sidewinder air-to-air missiles, and 14 Hydra 70 rockets in LAU-68 rocket pods.]]<br />
<br />
==General Dynamics M197 Vulcan==<br />
Fictional twin barrel [[M197 Vulcan]]s are affixed to the "VTOL Jet" in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets. It also appears in single player mounted on a Mi-17 in the mission "Going Dark" and on a Russian Little Bird in "Into the Furnace".<br />
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]<br />
[[File:MW2019HarrierVulcan1.jpg|thumb|none|600px|A Coalition psudo Harrier II VTOL. Note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]]<br />
[[File:MW2019HarrierVulcan2.jpg|thumb|none|600px|An Allegiance VTOL, which reuses the same model but has a Sukhoi "Flanker"-like splinter camo livery. ]]<br />
[[File:Vtol3.jpg|thumb|none|600px|A closeup of the strange twin barrel Vulcan.]]<br />
[[File:MW2019Mi17Vulcan1.jpg|thumb|none|600px|Mounted on the nose of a Mi-17 in the mission "Going Dark".]]<br />
[[File:Mi171.jpg|thumb|none|600px|Underside view.]]<br />
[[File:MW2019LittleBirdvulcan.jpg|thumb|none|600px|A Little Bird used by Barkov's forces in the mission "Into the Furnace", mounting a Vulcan(!).]]<br />
[[File:MW2019LittleBirdVulcan2.jpg|thumb|none|600px|Closeup.]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
A stylized Sukhoi Su-25 "Frogfoot" appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons can be seen mounted in the nose cone.<br />
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
[[File:MW Su-25.jpg|thumb|none|600px|The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor "eyes" seen below the cockpit, and a short pair of canards are also present just below them.]]<br />
<br />
==Hell Cannon==<br />
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both single player and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only seen fired by Urzikstan Liberation Force NPCs during the "Proxy War" mission.<br />
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real "Hell Cannon" found in Aleppo, Syria.]]<br />
[[File:MW2019HellCannon1.jpg|thumb|none|600px|The "Hell Cannon" with some of its peculiar warheads.]]<br />
[[File:MW2019HellCannon4.jpg|thumb|none|600px|A ULF fighter with one of the warheads.]]<br />
[[File:MW2019HellCannon3.jpg|thumb|none|600px|ULF fighters load the cannon. Note lever to the left of the image, which may be how the cannon is fired.]]<br />
[[File:MW2019HellCannon5.jpg|thumb|none|600px|One of the munitions airborne.]]<br />
<br />
==KPVT==<br />
A [[KPV heavy machine gun|KPVT]] can be found in the "Azhir Cave" multiplayer map.<br />
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]<br />
[[File:MW2019KPVT.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]<br />
[[File:MWKPVT2.jpg|thumb|none|600px|Other side.]]<br />
<br />
==M29 Mortar==<br />
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".<br />
[[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]]<br />
[[File:MW2019Mortar1.jpg|thumb|none|600px|The mortar next to a box of munitions.]]<br />
[[File:MW2019Mortar2.jpg|thumb|none|600px|Other side.]]<br />
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''. Note the warhead seems to be based on the vintage high-explosive M43A1B1.]]<br />
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]<br />
[[File:MW2019MortarAlex.jpg|thumb|none|600px|Alex loads the mortar, while contemplating why his hair doesn't render properly outside of pre-rendered cutscenes.]]<br />
[[File:MW2019Mortar4.jpg|thumb|none|600px|A "destroyed" AQ mortar.]]<br />
<br />
==M102 105mm Howitzer==<br />
The "Gunship" killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon.<br />
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]<br />
[[File:AC-130U The Fourth Horseman 105mm.jpg|thumb|none|450px|Closeup of the M102 on an AC-130U gunship exterior.]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]]<br />
[[File:MW2019GunshipMP2.jpg|thumb|none|600px|The very low resolution controllable "Gunship" killstreak in multiplayer.]]<br />
[[File:MW2019GunshipMP4.jpg|thumb|none|600px|Close-up of the howitzer.]]<br />
<br />
==M230 Chain Gun==<br />
AH-64D Apache Longbow helicopters that appear in "Proxy War", "Hunting Party" and in multiplayer as the classic "Chopper Gunner" killstreak have usable [[M230 Chain Gun]] autocannons. Two Chain Guns are also affixed to the belly of the "Support Helo" killstreak.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
[[File:MW2019ApacheSP2.jpg|thumb|none|600px|A backlit Apache in the mission "Hunting Party" lays down the hurt on AQ militants.]]<br />
[[File:MW2019ApacheMP1.jpg|thumb|none|600px|Front of the gun.]]<br />
[[File:MW2019ApacheMP2.jpg|thumb|none|600px|Side View.]]<br />
[[File:MW2019ApacheSP1.jpg|thumb|none|600px|Rear of the gun.]]<br />
[[File:MW2019Overwatchhelo1.jpg|thumb|none|600px|A Coalition Super Stallion "Support Helo" with two Vulcans mounted on it. It has "US Air Force" written on the side but also "HMM-165," which is a USMC aviation squadron (now under the "VMM" prefix with the V-22 Osprey).]]<br />
[[File:MW2019Overwatchhelo2.jpg|thumb|none|600px|The underside of an Alliance "Super Stallion".]]<br />
<br />
==Mk44 Bushmaster GAU-23/A==<br />
The "Gunship"'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen in prior titles.<br />
[[File:AC-130UMk44BushmasterTrialGAU-23A.jpg|thumb|none|450px|AC-130U with a trial installation of two Mk 44 weapons - 30×173mm]]<br />
[[File:AC-130J Ghostrider.jpg|thumb|none|450px|An AC-130J with similar configuration as below.]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.]]<br />
[[File:MW2019GunshipMP3.jpg|thumb|none|600px|The low-res "Gunship" in Multiplayer.]]<br />
[[File:MW2019GunshipMP1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]]<br />
<br />
==Mk 47 Mod 0==<br />
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.<br />
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]<br />
[[File:MW2019CLWHLS1.jpg|thumb|none|600px|A Coalition "Wheelson" with Mark 47 Mod 0 in multiplayer. ]]<br />
[[File:MW2019CLWHLS2.jpg|thumb|none|600px|Closeup. The text on the munitions box states it apparently holds '''400''' 40mm rounds.]]<br />
[[File:MW2019CLWHLS3.jpg|thumb|none|600px|The feed system.]]<br />
[[File:MW2019CLWHLS4.jpg|thumb|none|600px|Other side.]]<br />
[[File:MW Mk 47 (1).jpg|thumb|none|600px|Operating the Coalition's "Wheelson".]]<br />
<br />
=Other=<br />
==BGM-71 TOW==<br />
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.<br />
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]<br />
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the "That Should Do" quote. Note the scoped AR seen on the right.]]<br />
<br />
==Hybrid Reverse Draw Crossbow==<br />
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.<br />
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]<br />
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]<br />
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
==M79 grenade launcher==<br />
Frank Woods' character model that was released as a pre-order reward for ''[[Call of Duty: Black Ops Cold War]]'' has an unusable sawn-off [[M79 grenade launcher]] in a holster on his left side.<br />
[[File:US M79 sawed off with 2 hornets nest rounds & a 40mm 12g adapter round.jpg|thumb|none|400px|'''Airsoft''' CAW M79 sawed off with 3 airsoft grenades.]]<br />
[[File:MW19 M79 Woods.jpg|thumb|none|600px|The M79 "Pirate Pistol" in Woods' holster.]]<br />
<br />
==MG42==<br />
Either an [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.<br />
[[File:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]<br />
[[File:MW MG 42.jpg|thumb|none|600px|The MG42 lying on the ground. It appears to be reusing the Black Ops III model rather than the WWII one due to the distinctive bipod.]]<br />
<br />
==Taser X26==<br />
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.<br />
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]<br />
[[File:MW Taser.jpg|thumb|none|600px|]]<br />
<br />
=Unusable Weapons=<br />
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.<br />
<br />
==Beretta 92==<br />
An early model of the [[Beretta 92]] is seen in the promotional image for "The Bodyguard" customization pack for Domino.<br />
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]<br />
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.]]<br />
<br />
==Remington 1875==<br />
The playercard "Big Iron" shows a cowboy gunslinger with a [[Remington 1875]].<br />
[[File:Rem1875.jpg|thumb|none|400px|Remington 1875 - .45 Long Colt.]]<br />
[[File:MW Big Iron.jpg|thumb|none|600px|]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The playercard "Dry Heat" shows the silhouette of a proper [[Heckler & Koch MP7A1]].<br />
[[File:H&K MP71A1.jpg|thumb|none|400px|Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm]]<br />
[[File:MW MP7A1.jpg|thumb|none|600px|]]<br />
<br />
==Daniel Defense DDM4V7S==<br />
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.<br />
[[File:DDM4V7S.jpg|thumb|none|450px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]<br />
[[File:MW DD Mk18.jpg|thumb|none|600px|]]<br />
<br />
==Desert Tech MDR==<br />
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. <br />
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]<br />
[[File:MW MDR Menu.jpg|thumb|none|439px|]]<br />
<br />
==Noveske-style rifle==<br />
What appears to be a [[Noveske Rifleworks rifle series|Noveske]]-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.<br />
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]<br />
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]<br />
<br />
==Mk 46 Mod 0==<br />
The [[Mk 46 Mod 0]] is seen in a promotional artwork.<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]<br />
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]<br />
<br />
==Accuracy International AXMC==<br />
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.<br />
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum]]<br />
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&diff=1628800Call of Duty: Modern Warfare III (2023)2023-11-18T12:32:03Z<p>Fine cuisine: /* Mounted Weapons */</p>
<hr />
<div>{{WIP}}<br />
<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare III''<br />
|picture=MwIII-2023.jpg<br />
|caption=''Official Box Art''<br />
|date=November 10, 2023<br />
|developer=Sledgehammer Games<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PlayStation 4<br>PlayStation 5<br>Xbox One<br>Xbox Series X/S<br>PC<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.<br />
<br />
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare III}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Handguns=<br />
<br />
==Beretta 92FS==<br />
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the "Renetti". Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.<br />
<br />
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]<br />
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]<br />
[[File:MWIII-Renetti.jpg|thumb|none|600px|The "Renetti".]]<br />
<br />
===CAA RONI===<br />
Using the "JAK Ferocity Carbine Kit" places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.<br />
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]<br />
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The "JAK Ferocity Carbine" conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]<br />
<br />
==Glock 21C==<br />
The [[Glock 21]] appears under the name "COR-45". This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).<br />
<br />
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.<br />
<br />
The "XRK Pyre-9 Heavy Long Barrel" gives the gun a long slide resembling that of a [[Glock 41]], depicted with front serrations.<br />
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]<br />
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]<br />
[[File:MWIII-COR45.jpg|thumb|none|600px|The "COR-45".]]<br />
[[File:Mw2023 glock (1).jpg|thumb|none|600px|Konig holds his fellow Austrian pistol.]]<br />
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]<br />
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]<br />
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]<br />
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, Konig grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]<br />
[[File:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]<br />
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, Konig reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]<br />
===Glock 21C (in carbine conversion kit)===<br />
Using the "XRK IP-V2 Conversion Barrel" places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger.<br />
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]<br />
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The "XRK IP-V2" conversion of the "COR-45".]]<br />
<br />
==RSh-12==<br />
The 2014 model of the [[RSh-12]] appears as the "TYR", the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the "Oden" (an alternate spelling of "Wōden", the Old English spelling of the name "Odin"). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.<br />
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]<br />
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]<br />
[[File:MWIII-Tyr.jpg|thumb|none|600px|The "TYR". Note the significant differences between this weapon and the real one.]]<br />
<br />
=Submachine Guns=<br />
<br />
==Custom 9mm AR-15==<br />
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#"M4"|"M4"]] appears as the "AMR9", which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10"), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.<br />
<br />
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).<br />
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]<br />
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm NATO]]<br />
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game "AMR9". Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for "Operation 627" referred to it by its real name, "Scorpion Evo 3", however it has been changed to "Rival-9" which is then retained in the final game.<br />
<br />
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
[[File:MWIII-Rival9.jpg|thumb|none|600px|The "Rival-9".]]<br />
<br />
==Heckler & Koch UMP45==<br />
A stylized [[Heckler & Koch UMP45]] appears as the "Striker". It reuses the model of the "Undertaker" blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with Picatinny rails - .45 ACP]]<br />
[[File:MWIII-Striker45.jpg|thumb|none|600px|The "Striker 45".]]<br />
<br />
==IMI Uzi==<br />
The [[IMI Uzi]] appears as the "WSP-9". It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.<br />
<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]<br />
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]<br />
[[File:MWIII-WSP9.jpg|thumb|none|600px|The "WSP-9". Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard & grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]<br />
<br />
===IMI Uzi (.45 ACP)===<br />
Using the "Broodmother .45 Kit" attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.<br />
<br />
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]<br />
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The "Broodmother .45" conversion of the "WSP-9". The wood stock is slightly stylized.]]<br />
<br />
==IMI Micro Uzi==<br />
The [[IMI Micro Uzi]] appears in the handgun class as the "WSP Stinger".<br />
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]<br />
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The "WSP Stinger".]]<br />
<br />
==IWI Uzi Pro==<br />
The [[IWI Uzi Pro]] appears as the "WSP Swarm". Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.<br />
<br />
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]<br />
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The "WSP Swarm".]]<br />
<br />
==LWRC SMG-45 (9mm conversion)==<br />
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the "Striker 9". Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann & Meer, the in-universe analogue to Heckler & Koch.<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File:MWIII-Striker9.jpg|thumb|none|600px|The "Striker 9".]]<br />
<br />
=Shotguns=<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] appears as the "Haymaker" (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the "Recon Haymaker", used by the Support Juggernaut.<br />
<br />
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The "Haymaker".]]<br />
<br />
==Remington 870==<br />
The "Lockwood 680" is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the "Model 680" from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the "FTAC Goliath XM250 Heavy Stock".<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]<br />
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The "Lockwood 680".]]<br />
<br />
=="Riveter"==<br />
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the "Riveter". It has a 15-round magazine with plastic windows and fires in full-auto.<br />
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]<br />
[[File:MWIII-Riveter.jpg|thumb|none|600px|The "Riveter".]]<br />
<br />
=Rifles=<br />
<br />
==AN-94/AK-74M hybrid==<br />
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the "SVA 545". The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as "semi-auto" mode.<br />
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]<br />
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]<br />
[[File:SVA 545.jpg|thumb|none|600px|The "SVA 545".]]<br />
<br />
==Bushmaster ACR==<br />
A [[Bushmaster ACR]] with tan furniture appears in-game as the "MCW". The weapon can be converted to fire .300 AAC Blackout ammunition by using the "JAK Raven Kit".<br />
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]<br />
[[File:MCW.jpg|thumb|none|600px|The "MCW".]]<br />
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]<br />
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]<br />
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]<br />
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]<br />
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]<br />
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]<br />
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the "Mag Holster" equipment, the bolt release is used instead.]]<br />
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The "JAK Raven" conversion of the "MCW"; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]<br />
<br />
==Bushmaster ACR (.450 Bushmaster)==<br />
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the "Sidewinder". In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to ".450 Huntsman" in the final release. Similarly to the "FTac Recon" introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.<br />
<br />
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]<br />
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]<br />
<br />
==Bushmaster ACR DMR==<br />
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the "MCW 6.8". The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to "6.8 Wrath", which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.<br />
<br />
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.<br />
<br />
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]<br />
[[File:MWIII-MCW68.jpg|thumb|none|600px|The "MCW 6.8". Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as "6.8 Wrath".]]<br />
<br />
==CZ 805 BREN A2==<br />
The [[CZ 805 BREN A2]] appears as the "MTZ-556". It has a fictional gas plug by default, but most barrel attachments (notably the "MTZ Natter Barrel" with a similar length to the base weapon) give it a correct CZ 805's gas plug. The "MTZ Skeletal Folding Stock" attachment is reminiscent of the early stock of the 1st gen CZ 805.<br />
If the player has a "Mag Holster" equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.<br />
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]<br />
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The "MTZ-556".]]<br />
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a "MTX-556".]]<br />
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]<br />
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]<br />
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]<br />
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]<br />
===CZ 805 BREN A1===<br />
The "MTZ Clinch Pro Barrel" turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].<br />
<br />
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]<br />
<br />
==CZ BREN 2 BR==<br />
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the "MTZ-762". It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.<br />
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]<br />
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The "MTZ-762".]]<br />
<br />
===CZ BREN 2===<br />
The "JAK Heretic Carbine Kit" converts it into a [[CZ BREN 2]] in 7.62x39mm.<br />
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9" barrel - 7.62x39mm]]<br />
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The "JAK Heretic Carbine" conversion of the "MTZ-762", which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]<br />
<br />
==CZ BREN 2 DMR==<br />
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the "MTZ Interceptor". By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.<br />
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]<br />
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The "MTZ Interceptor".]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] appears as the "FR 5.56", returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]<br />
<br />
==FN SCAR-H==<br />
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]] appears in the light machine gun class as the "TAQ Eradicator". It is a slightly modified version of the SCAR-H from the previous game.<br />
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The "TAQ Eradicator".]]<br />
<br />
==Heckler & Koch G36==<br />
A [[Heckler & Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the "Holger 556". Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.<br />
<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]<br />
[[File:MWIII-Holger556.jpg|thumb|none|600px|The "Holger 556".]]<br />
<br />
===Heckler & Koch G36C===<br />
The rifle can be converted into a [[Heckler & Koch G36C]].<br />
<br />
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]<br />
<br />
==Heckler & Koch G36K==<br />
A [[Heckler & Koch G36K]] with a G36C carry handle appears in the light machine gun class as the "Holger 26", using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.<br />
<br />
[[File:HKG36KR.jpg|thumb|none|450px|Heckler & Koch G36KV with G36C carry handle - 5.56x45mm]]<br />
[[File:MWIII-Holger26.jpg|thumb|none|600px|The "Holger 26".]]<br />
<br />
===Heckler & Koch MG36===<br />
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.<br />
<br />
[[File:MG36.jpg|thumb|none|450px|Heckler & Koch MG36 - 5.56x45mm]]<br />
<br />
==Heckler & Koch SL8==<br />
The [[Heckler & Koch SL8]] is available as the "DM56".<br />
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler & Koch SL8-4 - 5.56x45mm]]<br />
[[File:MWIII-DM56.jpg|thumb|none|600px|The "DM56".]]<br />
<br />
==QBZ-97==<br />
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the "DG-58". Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.<br />
<br />
Price inexplicably starts with a DG-58 in the "Countdown" section of the mission "Trojan Horse". Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of the weapon of Chinese/Canadian-exported origin used by TF141 or the SFO in the United Kingdom are next to null.<br />
<br />
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]<br />
[[File:MWIII-DG58.jpg|thumb|none|600px|The "DG-58".]]<br />
<br />
==SIG-Sauer MCX-SPEAR==<br />
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the "BAS-B". It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life ".277 Fury" instead of the aforementioned "6.8 Wrath"; it has been changed to simply ".277" in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the "Bruen Harmonic Suppressor L". Barrel options include 9" and approximately 20" barrels.<br />
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13" barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]<br />
[[File:MWIII-BASB.jpg|thumb|none|600px|The "BAS-B".]]<br />
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9" barrel]]<br />
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20" barrel - 6.5mm Creedmoor]]<br />
<br />
=Sniper Rifles=<br />
==Bolt-action AK==<br />
A bolt-action [[AK]] rifle appears as the "Longbow", fitted with a 30-round magazine.<br />
[[File:MWIII-Longbow.jpg|thumb|none|600px|The "Longbow".]]<br />
<br />
==Chukavin SVCh-8.6==<br />
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the "KV Inhibitor". It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the "Kas-Dworf Heavy Long Barrel" attachment approximates the real SVCh-8.6's barrel length.<br />
<br />
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]<br />
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The "KV Inhibitor".]]<br />
<br />
==Kalashnikov SVK==<br />
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the "KVD Enforcer", chambered in 7.62x54mm R.<br />
<br />
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]<br />
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The "KVD Enforcer". Despite being supposedly chambered in 7.62x54mm R, the magazine looks more like a 7.62x51mm one.]]<br />
<br />
==Steyr HS .50-M1==<br />
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the "KATT-AMR".<br />
<br />
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]<br />
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The "KATT-AMR".]]<br />
<br />
=Machine Guns=<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the "Bruen Mk9". Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. <br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]<br />
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]<br />
<br />
==PKP Pecheneg==<br />
The [[PKP Pecheneg]] appears as the "Pulemyot 762", with ''Pulemyot'' being Russian for ''machine gun''. As of the beta, it is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mm cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. <br />
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]<br />
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The "Pulemyot 762".]]<br />
<br />
===PKP Pecheneg Bullpup===<br />
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the "JAK Annihilator Bullpup Kit". The reload animations are actually correct for a PK series machine gun in this conversion, as now the operator racks the bolt at the end of the process instead of in the beginning. <br />
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]<br />
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The "JAK Annihilator" bullpup conversion of the "Pulemyot 762". As with several other "JAK" conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]<br />
<br />
==QJB-95-1==<br />
The [[QJB-95-1]] appears as the "DG-58 LSW".<br />
<br />
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]<br />
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The "DG-58 LSW".]]<br />
<br />
=Launchers=<br />
=="Burrow 500"==<br />
A yet-to-be-identified underbarrel grenade launcher appears as the "Burrow 500".<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
As with previous games, the "Flash Grenade" is a [[Model 7290 flashbang grenade]].<br />
<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
<br />
==M88 HC Røyk Hånd Granat==<br />
The M88 HC Røyk Hånd Granat appears as the "Smoke Grenade".<br />
<br />
==M67 Hand Grenade==<br />
A [[M67 Hand Grenade]] is featured in the game as the "Frag Grenade".<br />
<br />
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]<br />
<br />
==Hybrid Mine==<br />
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.<br />
<br />
=Mounted Weapons=<br />
==DShK==<br />
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]<br />
<br />
== Heckler & Koch GMG ==<br />
The [[Heckler & Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.<br />
<br />
[[Image:HKGMG.jpg|thumb|none|450px|Heckler & Koch GMG on tripod mount - 40x53mm]]<br />
<br />
=Unusable Weapons=<br />
==Kimber Custom TLE RL/II==<br />
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&diff=1628799Call of Duty: Modern Warfare III (2023)2023-11-18T12:31:54Z<p>Fine cuisine: /* Mounted Weapons */</p>
<hr />
<div>{{WIP}}<br />
<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare III''<br />
|picture=MwIII-2023.jpg<br />
|caption=''Official Box Art''<br />
|date=November 10, 2023<br />
|developer=Sledgehammer Games<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PlayStation 4<br>PlayStation 5<br>Xbox One<br>Xbox Series X/S<br>PC<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.<br />
<br />
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare III}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Handguns=<br />
<br />
==Beretta 92FS==<br />
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the "Renetti". Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.<br />
<br />
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]<br />
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]<br />
[[File:MWIII-Renetti.jpg|thumb|none|600px|The "Renetti".]]<br />
<br />
===CAA RONI===<br />
Using the "JAK Ferocity Carbine Kit" places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.<br />
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]<br />
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The "JAK Ferocity Carbine" conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]<br />
<br />
==Glock 21C==<br />
The [[Glock 21]] appears under the name "COR-45". This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).<br />
<br />
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.<br />
<br />
The "XRK Pyre-9 Heavy Long Barrel" gives the gun a long slide resembling that of a [[Glock 41]], depicted with front serrations.<br />
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]<br />
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]<br />
[[File:MWIII-COR45.jpg|thumb|none|600px|The "COR-45".]]<br />
[[File:Mw2023 glock (1).jpg|thumb|none|600px|Konig holds his fellow Austrian pistol.]]<br />
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]<br />
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]<br />
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]<br />
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, Konig grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]<br />
[[File:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]<br />
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, Konig reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]<br />
===Glock 21C (in carbine conversion kit)===<br />
Using the "XRK IP-V2 Conversion Barrel" places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger.<br />
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]<br />
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The "XRK IP-V2" conversion of the "COR-45".]]<br />
<br />
==RSh-12==<br />
The 2014 model of the [[RSh-12]] appears as the "TYR", the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the "Oden" (an alternate spelling of "Wōden", the Old English spelling of the name "Odin"). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.<br />
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]<br />
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]<br />
[[File:MWIII-Tyr.jpg|thumb|none|600px|The "TYR". Note the significant differences between this weapon and the real one.]]<br />
<br />
=Submachine Guns=<br />
<br />
==Custom 9mm AR-15==<br />
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#"M4"|"M4"]] appears as the "AMR9", which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10"), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.<br />
<br />
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).<br />
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]<br />
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm NATO]]<br />
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game "AMR9". Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for "Operation 627" referred to it by its real name, "Scorpion Evo 3", however it has been changed to "Rival-9" which is then retained in the final game.<br />
<br />
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
[[File:MWIII-Rival9.jpg|thumb|none|600px|The "Rival-9".]]<br />
<br />
==Heckler & Koch UMP45==<br />
A stylized [[Heckler & Koch UMP45]] appears as the "Striker". It reuses the model of the "Undertaker" blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with Picatinny rails - .45 ACP]]<br />
[[File:MWIII-Striker45.jpg|thumb|none|600px|The "Striker 45".]]<br />
<br />
==IMI Uzi==<br />
The [[IMI Uzi]] appears as the "WSP-9". It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.<br />
<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]<br />
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]<br />
[[File:MWIII-WSP9.jpg|thumb|none|600px|The "WSP-9". Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard & grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]<br />
<br />
===IMI Uzi (.45 ACP)===<br />
Using the "Broodmother .45 Kit" attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.<br />
<br />
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]<br />
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The "Broodmother .45" conversion of the "WSP-9". The wood stock is slightly stylized.]]<br />
<br />
==IMI Micro Uzi==<br />
The [[IMI Micro Uzi]] appears in the handgun class as the "WSP Stinger".<br />
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]<br />
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The "WSP Stinger".]]<br />
<br />
==IWI Uzi Pro==<br />
The [[IWI Uzi Pro]] appears as the "WSP Swarm". Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.<br />
<br />
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]<br />
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The "WSP Swarm".]]<br />
<br />
==LWRC SMG-45 (9mm conversion)==<br />
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the "Striker 9". Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann & Meer, the in-universe analogue to Heckler & Koch.<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File:MWIII-Striker9.jpg|thumb|none|600px|The "Striker 9".]]<br />
<br />
=Shotguns=<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] appears as the "Haymaker" (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the "Recon Haymaker", used by the Support Juggernaut.<br />
<br />
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The "Haymaker".]]<br />
<br />
==Remington 870==<br />
The "Lockwood 680" is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the "Model 680" from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the "FTAC Goliath XM250 Heavy Stock".<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]<br />
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The "Lockwood 680".]]<br />
<br />
=="Riveter"==<br />
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the "Riveter". It has a 15-round magazine with plastic windows and fires in full-auto.<br />
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]<br />
[[File:MWIII-Riveter.jpg|thumb|none|600px|The "Riveter".]]<br />
<br />
=Rifles=<br />
<br />
==AN-94/AK-74M hybrid==<br />
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the "SVA 545". The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as "semi-auto" mode.<br />
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]<br />
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]<br />
[[File:SVA 545.jpg|thumb|none|600px|The "SVA 545".]]<br />
<br />
==Bushmaster ACR==<br />
A [[Bushmaster ACR]] with tan furniture appears in-game as the "MCW". The weapon can be converted to fire .300 AAC Blackout ammunition by using the "JAK Raven Kit".<br />
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]<br />
[[File:MCW.jpg|thumb|none|600px|The "MCW".]]<br />
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]<br />
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]<br />
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]<br />
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]<br />
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]<br />
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]<br />
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the "Mag Holster" equipment, the bolt release is used instead.]]<br />
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The "JAK Raven" conversion of the "MCW"; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]<br />
<br />
==Bushmaster ACR (.450 Bushmaster)==<br />
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the "Sidewinder". In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to ".450 Huntsman" in the final release. Similarly to the "FTac Recon" introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.<br />
<br />
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]<br />
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]<br />
<br />
==Bushmaster ACR DMR==<br />
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the "MCW 6.8". The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to "6.8 Wrath", which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.<br />
<br />
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.<br />
<br />
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]<br />
[[File:MWIII-MCW68.jpg|thumb|none|600px|The "MCW 6.8". Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as "6.8 Wrath".]]<br />
<br />
==CZ 805 BREN A2==<br />
The [[CZ 805 BREN A2]] appears as the "MTZ-556". It has a fictional gas plug by default, but most barrel attachments (notably the "MTZ Natter Barrel" with a similar length to the base weapon) give it a correct CZ 805's gas plug. The "MTZ Skeletal Folding Stock" attachment is reminiscent of the early stock of the 1st gen CZ 805.<br />
If the player has a "Mag Holster" equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.<br />
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]<br />
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The "MTZ-556".]]<br />
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a "MTX-556".]]<br />
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]<br />
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]<br />
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]<br />
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]<br />
===CZ 805 BREN A1===<br />
The "MTZ Clinch Pro Barrel" turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].<br />
<br />
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]<br />
<br />
==CZ BREN 2 BR==<br />
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the "MTZ-762". It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.<br />
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]<br />
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The "MTZ-762".]]<br />
<br />
===CZ BREN 2===<br />
The "JAK Heretic Carbine Kit" converts it into a [[CZ BREN 2]] in 7.62x39mm.<br />
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9" barrel - 7.62x39mm]]<br />
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The "JAK Heretic Carbine" conversion of the "MTZ-762", which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]<br />
<br />
==CZ BREN 2 DMR==<br />
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the "MTZ Interceptor". By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.<br />
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]<br />
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The "MTZ Interceptor".]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] appears as the "FR 5.56", returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]<br />
<br />
==FN SCAR-H==<br />
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]] appears in the light machine gun class as the "TAQ Eradicator". It is a slightly modified version of the SCAR-H from the previous game.<br />
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The "TAQ Eradicator".]]<br />
<br />
==Heckler & Koch G36==<br />
A [[Heckler & Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the "Holger 556". Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.<br />
<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]<br />
[[File:MWIII-Holger556.jpg|thumb|none|600px|The "Holger 556".]]<br />
<br />
===Heckler & Koch G36C===<br />
The rifle can be converted into a [[Heckler & Koch G36C]].<br />
<br />
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]<br />
<br />
==Heckler & Koch G36K==<br />
A [[Heckler & Koch G36K]] with a G36C carry handle appears in the light machine gun class as the "Holger 26", using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.<br />
<br />
[[File:HKG36KR.jpg|thumb|none|450px|Heckler & Koch G36KV with G36C carry handle - 5.56x45mm]]<br />
[[File:MWIII-Holger26.jpg|thumb|none|600px|The "Holger 26".]]<br />
<br />
===Heckler & Koch MG36===<br />
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.<br />
<br />
[[File:MG36.jpg|thumb|none|450px|Heckler & Koch MG36 - 5.56x45mm]]<br />
<br />
==Heckler & Koch SL8==<br />
The [[Heckler & Koch SL8]] is available as the "DM56".<br />
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler & Koch SL8-4 - 5.56x45mm]]<br />
[[File:MWIII-DM56.jpg|thumb|none|600px|The "DM56".]]<br />
<br />
==QBZ-97==<br />
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the "DG-58". Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.<br />
<br />
Price inexplicably starts with a DG-58 in the "Countdown" section of the mission "Trojan Horse". Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of the weapon of Chinese/Canadian-exported origin used by TF141 or the SFO in the United Kingdom are next to null.<br />
<br />
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]<br />
[[File:MWIII-DG58.jpg|thumb|none|600px|The "DG-58".]]<br />
<br />
==SIG-Sauer MCX-SPEAR==<br />
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the "BAS-B". It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life ".277 Fury" instead of the aforementioned "6.8 Wrath"; it has been changed to simply ".277" in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the "Bruen Harmonic Suppressor L". Barrel options include 9" and approximately 20" barrels.<br />
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13" barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]<br />
[[File:MWIII-BASB.jpg|thumb|none|600px|The "BAS-B".]]<br />
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9" barrel]]<br />
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20" barrel - 6.5mm Creedmoor]]<br />
<br />
=Sniper Rifles=<br />
==Bolt-action AK==<br />
A bolt-action [[AK]] rifle appears as the "Longbow", fitted with a 30-round magazine.<br />
[[File:MWIII-Longbow.jpg|thumb|none|600px|The "Longbow".]]<br />
<br />
==Chukavin SVCh-8.6==<br />
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the "KV Inhibitor". It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the "Kas-Dworf Heavy Long Barrel" attachment approximates the real SVCh-8.6's barrel length.<br />
<br />
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]<br />
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The "KV Inhibitor".]]<br />
<br />
==Kalashnikov SVK==<br />
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the "KVD Enforcer", chambered in 7.62x54mm R.<br />
<br />
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]<br />
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The "KVD Enforcer". Despite being supposedly chambered in 7.62x54mm R, the magazine looks more like a 7.62x51mm one.]]<br />
<br />
==Steyr HS .50-M1==<br />
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the "KATT-AMR".<br />
<br />
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]<br />
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The "KATT-AMR".]]<br />
<br />
=Machine Guns=<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the "Bruen Mk9". Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. <br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]<br />
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]<br />
<br />
==PKP Pecheneg==<br />
The [[PKP Pecheneg]] appears as the "Pulemyot 762", with ''Pulemyot'' being Russian for ''machine gun''. As of the beta, it is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mm cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. <br />
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]<br />
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The "Pulemyot 762".]]<br />
<br />
===PKP Pecheneg Bullpup===<br />
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the "JAK Annihilator Bullpup Kit". The reload animations are actually correct for a PK series machine gun in this conversion, as now the operator racks the bolt at the end of the process instead of in the beginning. <br />
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]<br />
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The "JAK Annihilator" bullpup conversion of the "Pulemyot 762". As with several other "JAK" conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]<br />
<br />
==QJB-95-1==<br />
The [[QJB-95-1]] appears as the "DG-58 LSW".<br />
<br />
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]<br />
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The "DG-58 LSW".]]<br />
<br />
=Launchers=<br />
=="Burrow 500"==<br />
A yet-to-be-identified underbarrel grenade launcher appears as the "Burrow 500".<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
As with previous games, the "Flash Grenade" is a [[Model 7290 flashbang grenade]].<br />
<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
<br />
==M88 HC Røyk Hånd Granat==<br />
The M88 HC Røyk Hånd Granat appears as the "Smoke Grenade".<br />
<br />
==M67 Hand Grenade==<br />
A [[M67 Hand Grenade]] is featured in the game as the "Frag Grenade".<br />
<br />
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]<br />
<br />
==Hybrid Mine==<br />
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.<br />
<br />
=Mounted Weapons=<br />
==DShK==<br />
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]<br />
<br />
=== Heckler & Koch GMG ===<br />
The [[Heckler & Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.<br />
<br />
[[Image:HKGMG.jpg|thumb|none|450px|Heckler & Koch GMG on tripod mount - 40x53mm]]<br />
<br />
=Unusable Weapons=<br />
==Kimber Custom TLE RL/II==<br />
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&diff=1601916Call of Duty: Modern Warfare (2019)2023-08-05T02:48:47Z<p>Fine cuisine: /* Dillon Aero M134 Minigun */ inspect anim. I doubt anyone is going to be able to get the reload anim in WZ so it is what it is</p>
<hr />
<div>{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare''<br />
|picture=MW19-Cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 25, 2019<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PC<br>PlayStation 4<br>Xbox One<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
<br />
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.<br />
<br />
'''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''.<br />
<br />
With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to. <br />
<br />
There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.<br />
<br />
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').<br />
<br />
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.<br />
<br />
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the [[Heckler & Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.<br />
<br />
Additional trivia on weapons in ''Modern Warfare'':<br />
* In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.<br />
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.<br />
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.<br />
* All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.<br />
* Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.<br />
* Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.<br />
* Ejected casings realistically have charred markings near their necks.<br />
* On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.<br />
* All bullet-firing weapons use modeled ballistic projectiles instead of hitscan in previous games (complete with bullet drop ala later ''Battlefield'' series), rather than limited to certain occasions such as the [[Barrett M82A1]] or the [[RSASS]] in the original ''Modern Warfare'' series, or being restricted to longer ranges while using hitscan in shorter ranges, as in ''Black Ops 4''.<br />
<br />
=Handguns=<br />
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.<br />
<br />
==".357"==<br />
The ".357" is a hybrid between the [[Colt Anaconda]] and the [[Smith & Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a [[Colt Python]], and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.<br />
<br />
The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.<br />
<br />
By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.<br />
<br />
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.<br />
<br />
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.<br />
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum]]<br />
[[File:S&WModel581.jpg|thumb|none|350px|Smith & Wesson Model 581 - .357 Magnum]]<br />
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]]<br />
[[File:MW 357 (1).jpg|thumb|none|600px|Golem with the .357 on the Khandor Hideout Multiplayer level.]]<br />
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]<br />
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]<br />
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload - the cartridges are already beginning to slide out.]]<br />
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]]<br />
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]<br />
[[File:Mw2019revolver3rdperson.jpg|thumb|none|600px|An Allegiance soldier stops to examine the frankenvolver.]]<br />
[[File:MW 357 (9).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW 357 (10).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW 357 (8).jpg|thumb|none|600px|The revolver can be fitted with a fixed buttstock (plastic or wood), a telescopic sight and a long barrel.]]<br />
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]]<br />
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.]]<br />
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]<br />
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]<br />
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]<br />
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]<br />
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]<br />
<br />
==="XRK .357"===<br />
The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the [[Smith & Wesson Model 327 R8]]. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.<br />
[[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".]]<br />
[[File:MW 357 (11).jpg|thumb|none|600px|The player holds an XRK .357. It is equipped by standard with a green laser and a reflex sight that can be removed at any time.]]<br />
[[File:MW 357 (12).jpg|thumb|none|600px|The revolver also has a gold-plated trigger and hammer.]]<br />
<br />
==Beretta M9A3==<br />
The [[Beretta M9A3]] was added in Season 3 as the "Renetti". It is depicted with front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.<br />
<br />
The "Renetti" can be turned into a pseudo-[[Beretta 93R]]: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.<br />
<br />
The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.<br />
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]<br />
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]<br />
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]<br />
[[File:MW M9A3 (1).jpg|thumb|none|600px|The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.]]<br />
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]<br />
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]]<br />
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]<br />
[[File:MW M9A3 (9).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]<br />
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]<br />
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]<br />
[[File:MW19Renetticustom2.jpg|thumb|none|600px|Ghost inspecting his custom M9A3 fitted with an aftermarket barrel and slide, Surefire X400, extended magazines and a suppressor.]]<br />
[[File:MW19Renetticustom1.jpg|thumb|none|600px|The hammer hitting the firing pin when shooting the customized M9A3.]]<br />
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]<br />
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire ''within'' each burst.]]<br />
<br />
==="Guard One"===<br />
The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the ''[[Resident Evil]]'' series, specifically Albert Wesker's two-tone Samurai Edge.<br />
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the ''Resident Evil'' video game series.]]<br />
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]<br />
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The "Guard One" blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.]]<br />
[[File:MW19 Guard One Reload.jpg|none|thumb|600px|Doing a tactical reload with the "Guard One", which shows that the extended magazines that come with the blueprint are also stainless steel (and the bullet clipping through the follower is as well).]]<br />
<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds.<br />
<br />
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.<br />
<br />
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.<br />
<br />
The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.<br />
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]<br />
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]<br />
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]<br />
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "FORGE TAC Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]<br />
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]<br />
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]<br />
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]<br />
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]]<br />
[[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines.]]<br />
[[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why [[Call_of_Duty:_Modern_Warfare_2#Desert_Eagle_Mark_XIX|it looks so familiar]].]]<br />
<br />
==Glock 21==<br />
The Gen 3 [[Glock 21]] appears in-game as the "X16". It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces, which should be using the [[MP-443 Grach]] instead.<br />
<br />
It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.<br />
<br />
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (the latter existing in Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.<br />
<br />
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]<br />
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from ''Titanfall'', a game made by former Infinity Ward members (some of whom returned to IW to work on ''Modern Warfare''). Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]<br />
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights...]]<br />
[[File:MW19Glock3.jpg|thumb|none|600px|...which are revealed to be functional night sights. Most of the handgun barrels have this feature in the game.]]<br />
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]<br />
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release (which is not actually engaged) instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.]]<br />
[[File:MW19Glock1.jpg|thumb|none|600px|An american PJ operator inspects his customized Glock 21 as he resists the urge to find out if the slide is made out of chocolate or not.]]<br />
[[File:MW19Glock2.jpg|thumb|none|600px|The slide of the custom Glock being pulled when reloading it from empty. Note the "Technician" gloves which are clearly a parody of Mechanix.]]<br />
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]<br />
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]<br />
[[File:MW2019 Glock Arcade.jpg|thumb|none|600px|The "War Beast" arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers. The same machine can be see in the Rec building on Al-Raab Airbase.]]<br />
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]<br />
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]<br />
<br />
===Glock 18C===<br />
The "Singuard Arms Featherweight" barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.<br />
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]<br />
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]<br />
[[File:MW19Glock4.jpg|thumb|none|600px|Gaz inspects his two G18s to figure out why they are not shooting full-auto. He then realizes that the selector is there just for cosmetic purposes.]]<br />
[[File:MW19Glock5.jpg|thumb|none|600px|He then reloads his left one. Notice how the characters are actually using their index finger to drop magazines and release the slide when reloading left handed, unlike in previous Call of Duty titles, that mirrored the animations whether the guns had ambi controls or not.]]<br />
<br />
==="The Howler"===<br />
"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]] (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a [[Smith & Wesson M&P]].<br />
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]<br />
[[File:S&W M&P 45acp.jpg|thumb|none|350px|Smith & Wesson M&P45 with 4.5" barrel - .45 ACP]]<br />
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the "Impossible Task".]]<br />
[[File:MW Glock Impossible Task (2).jpg|thumb|none|600px|The "Impossible Task" in the player's hands. Note the round trigger guard and slide serrations like the M&P.]]<br />
<br />
==="Urban Defiler"===<br />
The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an [[Arsenal Firearms Strike One]], along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.<br />
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]<br />
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the "Urban Defiler" without its included attachments.]]<br />
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]<br />
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]<br />
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand. This blueprint correctly uses metal magazines instead of the polymer Glock ones, but using any larger mag option reverts them back to the original model with extended baseplates]]<br />
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]<br />
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.]]<br />
<br />
==Kimber Custom TLE/RL II==<br />
The [[Kimber Custom TLE/RL II]] is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws and it has a standard barrel bushing instead of a full length guide rod. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.<br />
Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.<br />
<br />
The "Riptide" blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]<br />
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]<br />
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]<br />
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|The game depicts the slide stop on the 1911 engaging the slide on empty reloads.]]<br />
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty. The Kimber 1911 is the only automatic pistol in Modern Warfare where the standard animations have the player characters interact with the slide release instead of power stroking the slide on empty.]]<br />
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]<br />
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]<br />
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]<br />
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]<br />
[[File:MW191911.jpg|thumb|none|600px|Captain Price reloads a "Riptide" 1911 with the Kimber Warrior grips. Also note the rubberbands holding the grip safety depressed.]] <br />
<br />
===STI 2011===<br />
Some blueprint modifications take the form of an STI 2011, most closely resembling the [[STI Tactical|STI Tactical 5.0]], but with the depiction of an [[STI Costa Carry Comp]] style rectangular cutout on the left side of the slide. Those blueprints are the "Javelina", "Corax", "Bite Strength" and "Blue Dwarf"; the "Obsidian Carat" also has an STI frame, but requires the "1911 Stalker" attachment in order to match the slide as well. The "Corax" also has the skeletonized trigger of modern [[SIG-Sauer 1911]] variants (such as the 1911 TACOPS), albeit with a small hole added in it.<br />
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP]]<br />
[[File:MW STI Tactical.jpg|thumb|none|600px|The "Blue Dwarf" STI-style 1911.]]<br />
[[File:MW19corax (1).jpg|thumb|none|600px|Holding a customized "Corax" at the ready.]]<br />
[[File:MW19corax (3).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW19corax (2).jpg|thumb|none|600px|Swapping magazines. Despite resembling an STI with a double-stack frame, the variant retains the single-stack one of the base Kimber.]]<br />
<br />
==Makarov PM==<br />
The [[Makarov PM]] was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.<br />
<br />
The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. <br />
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]]<br />
[[File:MakarovGunsmith2preview MW19.jpg|thumb|none|600px|Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.]]<br />
[[File:MW2019 Makarov (1).jpg|thumb|none|600px|Wielding the "Sykov" inside the Scrapyard offices.]]<br />
[[File:MW2019 Makarov (2).jpg|thumb|none|600px|Aiming at the lockers.]]<br />
[[File:MW2019 Makarov (3).jpg|thumb|none|600px|Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.]]<br />
[[File:MW2019 Makarov (4).jpg|thumb|none|600px|Ditto, now from empty.]]<br />
[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]]<br />
[[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]]<br />
<br />
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]]<br />
[[File:MW2019 Makarov (10).jpg|thumb|none|600px|The player holds a custom Sykov.]]<br />
[[File:MW2019 Makarov (7).jpg|thumb|none|600px|The "SSB 105mm" barrel gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance. SSB standing for "Sykov's Svet Bochka" and translates as "Sykov's Light Barrel", which is a lexical error, since in Russian the "Barrel" of a firearm ("Stvol") and the "Barrel" as a hollow cylindrical container ("Bochka") are two different words.]]<br />
<br />
===Makarov PB===<br />
The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed [[Makarov PB]] assembly.<br />
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (11).jpg|thumb|none|600px|The PB in first-person.]]<br />
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]]<br />
[[File:MW2019 Makarov (14).jpg|thumb|none|600px|While inspecting the PM, the player checks the pistol's magazine, showing the enlarged magazine and other aftermarket modifications.]]<br />
<br />
===Stechkin APS===<br />
The "Sorokin 140mm Auto" barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" (''Skeleton'') and "PP-Karabin" (''Carbine''). As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin".<br />
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (12).jpg|thumb|none|600px|The player holds a frankengun.]]<br />
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]]<br />
[[File:MW2019 Makarov (13).jpg|thumb|none|600px|Despite the fact that the slide is almost exactly the same as the original APS, the rear sight is still from the PM.]]<br />
<br />
[[File:Makarovdrum.jpg|thumb|none|300px|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (15).jpg|thumb|none|600px|The pistol (although in this case an APS) with the drum magazine.]]<br />
<br />
==SIG-Sauer P320 RX==<br />
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.<br />
<br />
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission and by Captain Price in some missions. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission (despite the fact that Laswell specifically instructed Price to use "host nation weapons only", which none of Nikolai's acquisitions are). The specific gun available to the player in "Old Comrades" is equipped with the Holosun-based red dot sight that is only available to primary weapons in multiplayer. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.<br />
<br />
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually the Kimber TLE/RL II seen above in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).<br />
<br />
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]<br />
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]<br />
[[File:MW P320 (1).jpg|thumb|none|600px|The "M19" in game.]]<br />
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]<br />
[[File:MW P320 (3).jpg|thumb|none|600px|Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX. Note the first generation trigger. It can be swapped to the more recent model via some blueprint variants that change the look of the "Lightweight trigger" attachment.]]<br />
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]<br />
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]<br />
[[File:MW19 P320 black.jpg|thumb|none|600px|Kyle Garrick reloads his black P320 during a shootout with terrorists in London.]]<br />
[[File:MW P230 Black.jpg|thumb|none|600px|The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]<br />
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]<br />
[[File:MW19P320.jpg|thumb|none|600px|As Alex reloads his P320RX from empty, one can observe that the slide stop is not actually engaged and that the empty magazine still has bullets inside.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet APC9 K PRO G==<br />
The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO G]] was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the [[Brügger & Thomet GHM9]]. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.<br />
<br />
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.<br />
<br />
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum]]<br />
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (1).jpg|thumb|none|600px|The vanilla APC9 K PRO G in Gunsmith.]]<br />
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.]]<br />
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]<br />
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]<br />
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&T's fire selector.]]<br />
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]<br />
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]<br />
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]<br />
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]<br />
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the "FSS Revolution" attachment.]]<br />
[[File: MW APC9 (9).jpg|thumb|none|600px|The player holds an APC9 with "FSS Revolution" attachment.]]<br />
[[File: MW APC9 (10).jpg|thumb|none|600px|Inspecting the APC9 with "FSS Revolution" attachment.]]<br />
<br />
[[File:B&T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 PRO G - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.]]<br />
<br />
[[File:APC9 SD.jpg|thumb|none|450px|Brügger & Thomet APC9 SD - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The "FSS Nightshade" APC9.]]<br />
[[File: MW APC9 (11).jpg|thumb|none|600px|The player holds the APC9 with "FSS Nightshade" attachment.]]<br />
[[File: MW APC9 (12).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File: MW APC9 (13).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.<br />
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
[[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]]<br />
[[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]]<br />
[[File:ScorpionEvoMW19 idle.jpg|thumb|none|600px|]]<br />
[[File:ScorpionEvoMW19 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:ScorpionEvoMW19 inspect1.jpg|thumb|none|600px|Performing a weapon inspect involves the player character checking the magazine.]]<br />
[[File:ScorpionEvoMW19 inspect2.jpg|thumb|none|600px|Note the "FORGE-TAC" logo.]]<br />
[[File:ScorpionEvoMW19 inspect3.jpg|thumb|none|600px|Then checking the right hand side of the gun. Note the burst fire marking above the fire selector, only accessible through the "12-R Hollowpoint" magazine option.]]<br />
[[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]]<br />
[[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]]<br />
<br />
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.]]<br />
[[File:MW CZ EVO (1).jpg|thumb|none|600px|The player holds the CX-9 with the "CX-38E" barrel assembly.]]<br />
[[File:MW CZ EVO (2).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW CZ EVO (3).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with faux suppressor - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.]]<br />
<br />
[[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion EVO 3 S2 Micro with SBTEVO folding brace - 9x19mm]]<br />
[[File:MW19 ScorpionK (1).jpg|thumb|none|600px|A Scorpion K-style build with the "CX-23S" short barrel and collapsed "CX-FR" stock, and 12-round Hollow Point mags.]]<br />
[[File:MW19 ScorpionK (2).jpg|thumb|none|600px|The "CX-23" barrel has a short integral suppressor and built-in handstop configuration.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.<br />
<br />
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]<br />
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]<br />
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]<br />
[[File:MW P90 (8).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW P90 (9).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
===FN P90===<br />
The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.<br />
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]<br />
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]<br />
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]<br />
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]<br />
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".]]<br />
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|"The Neutralizer" P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the custom increased trigger all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]]<br />
[[File:MW P90 (10).jpg|thumb|none|600px|The player holds an "Stygian" P90.]]<br />
[[File:MW P90 (11).jpg|thumb|none|600px|"Stygian" P90 appears with the same fictional model but a different all-black color scheme. The gun has the waffle magazine, and the upper receiver resembles a stylized EFFEN 90.]]<br />
[[File:MW P90 (12).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
==Heckler & Koch MP5A3==<br />
The [[Heckler & Koch MP5A3]] appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).<br />
<br />
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the [[PTR 9KT]], an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.<br />
<br />
The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.<br />
<br />
The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler & Koch SP89|SP89]], and changes the HUD name to "[[MP5K]]". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.<br />
<br />
Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the [[MP5A5]]. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.<br />
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]<br />
[[File:H&KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]<br />
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]<br />
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]<br />
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]<br />
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed, however no rounds seem to be extracted from the chamber during this process. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]<br />
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]<br />
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]<br />
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]<br />
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]<br />
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]<br />
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.]]<br />
[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]]<br />
[[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]]<br />
<br />
[[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]<br />
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]<br />
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]<br />
[[File:MW MP5A3 (10).jpg|thumb|none|600px|"Heat Cycle" MP5 appears with the custom straight magazine, SEF trigger guard, gun belt and light khaki upper receiver.]]<br />
<br />
===Heckler & Koch MP5A2===<br />
The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.<br />
[[File:H&KMP5-N.jpg|thumb|none|450px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]]<br />
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]<br />
[[File:MW MP5A2 (2).jpg|thumb|none|600px|The modified MP5A2 in the player's hands. The front sight removes when any sight is mounted, but in real life it requires the replacement of the entire front sight tower.]]<br />
[[File:MW MP5A2 (3).jpg|thumb|none|600px|In this screenshot, the MP5 is equipped with a FSS Light forearm and ranger foregrip.]]<br />
<br />
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]]<br />
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]]<br />
<br />
===Heckler & Koch MP5SD3===<br />
The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an [[MP5SD3]].<br />
[[File:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD3 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the "Point Blank" blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the "FSS Light" and the shorter "Monolithic" integrally suppressed barrel.]]<br />
<br />
===Heckler & Koch MP5SD2===<br />
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler & Koch MP5SD|MP5SD2]].<br />
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.]]<br />
<br />
===Heckler & Koch MP5/10===<br />
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler & Koch MP5/10|MP5/10]], minus the bolt hold open assembly.<br />
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]<br />
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]<br />
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&K MP5/10 equipped with a red dot sight and collapsible stock.]]<br />
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A black [[Heckler & Koch MP7A2]] appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]]<br />
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]<br />
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.]]<br />
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]<br />
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.]]<br />
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]<br />
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]<br />
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]<br />
[[File:MW MP7A2 (8).jpg|thumb|none|600px|Player inspects the MP7 customized with the extended barrel, the suppressor, the AR-15 stock adapter and the fictional 60-round magazine.]]<br />
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]<br />
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]<br />
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]<br />
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".]]<br />
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the "Piercer" MP7.]]<br />
<br />
==IMI Uzi==<br />
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].<br />
<br />
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.<br />
<br />
The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.<br />
<br />
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MicroUziPistol.jpg|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]<br />
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]<br />
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.]]<br />
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reload. Note that the weapon has "A-F-S" selector markings, a characteristic of civilian Uzis converted to full-auto.]]<br />
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]<br />
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]<br />
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]<br />
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.]]<br />
<br />
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]<br />
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]<br />
[[File:MW Uzi (11).jpg|thumb|none|600px|The player holds the Uzi with an attached wood stock.]]<br />
[[File:MW Uzi (12).jpg|thumb|none|600px|Inspecting the right side.]]<br />
<br />
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]<br />
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.]]<br />
<br />
==="Blowback"===<br />
The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.<br />
<br />
The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]]<br />
[[File:MW Uzi (8).jpg|thumb|none|600px|The "Blowback" in first-person.]]<br />
[[File:MW Uzi (9).jpg|thumb|none|600px|Examining its various fictionalized details.]]<br />
[[File:MW Uzi (10).jpg|thumb|none|600px|A look at the other side, which shows that the rounds it uses are apparently steel-cased (or possibly nickel-plated).]]<br />
<br />
==KRISS Vector==<br />
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has many visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. The pistol grip lacks ribs at the rear like the Gen I model, but has Gen II-esque ribs at the front, as well as having a grip wrap of similar height. Furthermore, the weapon lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, massively shrinking down the Super-V recoil dampening system of the real world Vector to the point where it's questionable whether it'd even fit; this could go some way to explaining why the in-game SMG has rather significant muzzle climb.<br />
<br />
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).<br />
<br />
There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.<br />
<br />
The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol.<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.]]<br />
[[File:MW2019 Vector.jpg|thumb|none|600px|The "Fennec" in the Gunsmith preview screen, showing off its strange visual alterations.]]<br />
[[File:MW2019 Vector2.jpg|thumb|none|600px|The straight-line design of the stock is vaguely reminiscent of the prototype versions of the Vector, though most of the design features seem to come from the production models instead.]]<br />
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]<br />
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]<br />
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]<br />
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]<br />
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]<br />
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]<br />
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]<br />
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]<br />
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]<br />
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]<br />
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the "Apex" and "Sabre" parts, along with an [[AW-F]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]]<br />
[[File:MW Vector CRB (3).jpg|thumb|none|600px|The player holds a Vector CRB with a ZLR 18" Deadfall.]]<br />
[[File:MW Vector CRB (4).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW Vector CRB (5).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW Vector CRB (6).jpg|thumb|none|600px|The Vector CRB with a ZLR 16" Apex.]]<br />
<br />
==LWRC SMG-45==<br />
The [[LWRC SMG-45]] was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The "Striker 45" on Rust.]]<br />
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]<br />
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]<br />
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]<br />
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.]]<br />
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]<br />
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]<br />
<br />
===Heckler & Koch UMP45===<br />
The "Undertaker" variant of the SMG-45 resembles the [[Heckler & Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for [[Heckler & Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.<br />
<br />
The UMP45 resemblance also applies to the later-added "Garrote", "Dream Dasher", "Evil Manifest", "Halcyon Days", and "Bat Out Of Hell" blueprints.<br />
<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with RIS rail - .45 ACP]]<br />
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.]]<br />
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]<br />
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]<br />
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]<br />
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]<br />
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. This is a pre-patch screenshot; the charging handle now (correctly) stays forward in first person.]]<br />
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC - .45 ACP]]<br />
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]<br />
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]<br />
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]<br />
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]<br />
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]<br />
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]<br />
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]<br />
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]<br />
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]<br />
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.]]<br />
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]<br />
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.]]<br />
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears simply as the "AUG". Like several of ''Modern Warfare'''s weapons, its model has some stylized features - in particular, the design of the foregrip is noticeably different, the upper rail has additional vent holes (vaguely reminiscent of those on the [[Thales F90]], albeit significantly shorter to fit the XS's rail profile), the trigger guard is significantly larger (with the front being more or less parallel with the pistol grip, rather than being at a shallower angle as on the real weapon), and the stock features some non-standard molding details. One of the multiple customization options is the "622mm long barrel", which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]<br />
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]<br />
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]<br />
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]<br />
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag; note how the thinner segment of the actual AUG 9mm XS's magazine well adaptor has been turned into a hollowed-out triangle on the in-game version.]]<br />
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]<br />
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Whacking the stock against some rocks; this gives a good view of the seemingly-random set of 3 diagonal lines molded into the polymer.]]<br />
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]<br />
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]<br />
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.]]<br />
<br />
===Steyr AUG A3===<br />
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.<br />
<br />
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.<br />
<br />
The "Gremlin" blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The "Death Roll" blueprint also has the same features (it mounts an A3 SF-style scope by default).<br />
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO]]<br />
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]<br />
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO]]<br />
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]<br />
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]<br />
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]<br />
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]<br />
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.]]<br />
[[File:MW Leecher-issue.jpg|thumb|none|600px|The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.]]<br />
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]<br />
[[File:AUG A3 M1 high rail.jpg|thumb|none|425px|Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO]]<br />
[[File:MW AUG (5).jpg|thumb|none|600px|The "Death Roll" AUG with the A3 M1 style components and a Magpul AFG2.]]<br />
[[File:MW AUG (6).jpg|thumb|none|600px|Aiming down the iron sights mounted on the rail.]]<br />
<br />
=Shotguns=<br />
==AA-12==<br />
The [[AA-12]] was added during Season 6, under the name "JAK-12". It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.<br />
[[File:AA-12 CQB.jpg|thumb|none|400px|AA-12 CQB - 12 gauge]]<br />
[[File:MW2019 AA12 1.jpg|thumb|none|600px|An unmodified "JAK-12" in Gunsmith.]]<br />
[[File:MW2019 AA12.jpg|thumb|none|600px|Similar to the ''[[Call of Duty Online]]'' model, the cutlass-type bottom fingerguard is absent.]]<br />
[[File:MW2019 AA-12 (1).jpg|thumb|none|600px|Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.]]<br />
[[File:MW2019 AA-12 (2).jpg|thumb|none|600px|The AA-12 CQB inside the TV Station's server room.]]<br />
[[File:MW2019 AA-12 (3).jpg|thumb|none|600px|Using the iron sights.]]<br />
[[File:MW2019 AA-12 (4).jpg|thumb|none|600px|Partial reloads are performed in a manner similar to the RO933 carbine.]]<br />
[[File:MW2019 AA-12 (5).jpg|thumb|none|600px|Locking the bolt back on empty.]]<br />
[[File:MW2019 AA-12 (6).jpg|thumb|none|600px|Sliding in a fresh 8-round stick magazine.]]<br />
[[File:MW2019 AA-12 (7).jpg|thumb|none|600px|Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.]]<br />
[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]]<br />
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]<br />
[[File:MW AA12 DrumInspect.jpeg|thumb|none|600px|Inspecting an AA-12 with the "ZLR J-3600 Torrent" barrel, thermal sight, and a 20-round drum magazine. The AA-12 also has the option to use 32-round drums.]]<br />
[[File:MW AA12 DrumReload1.jpeg|thumb|none|600px|Reloading with the drum magazines are performed in a somewhat unorthodox pose.]]<br />
[[File:MW AA12 DrumReload2.jpeg|thumb|none|600px|Wrapping up the empty reload.]]<br />
[[File:MW AA12 DrumReloadFast1.jpeg|thumb|none|600px|With Sleight of Hand, the weapon is held in a more familiar manner. Here it is fitted with the "ZLR J-2800 Influx" barrel.]]<br />
[[File:MW AA12 DrumReloadFast2.jpeg|thumb|none|600px|A quick rack of the charging handle and the next 20 rounds are good to go.]]<br />
<br />
==Browning Citori 725==<br />
A visually altered [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.<br />
<br />
A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]<br />
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]<br />
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]<br />
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]<br />
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.<br />
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]<br />
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]<br />
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]<br />
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]<br />
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]<br />
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5" barrel.]]<br />
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.]]<br />
<br />
===Fostech Origin-12 SBV===<br />
The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.<br />
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]<br />
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the "FORGE TAC Dart" arm brace.]]<br />
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]<br />
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.]]<br />
<br />
==Knight's Armament Masterkey==<br />
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the "12-Gauge Deputy" mounted on an M16-lookalike.]]<br />
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.]]<br />
[[File:MW Masterkey (3).jpg|thumb|none|600px|"Aiming" the device.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Side view of the Masterkey attached to the "Fractured" blueprint of the FAMAS.]]<br />
<br />
===Hybrid Underbarrel Shotgun===<br />
The version available to the post-release [[CTAR-21|Tavor CTAR-21]], [[SIG SG 552]], [[Galil ACE]] and [[AN-94]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the [[M26 MASS]]. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]<br />
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551 lookalike.]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]<br />
<br />
==M26 MASS==<br />
A standalone [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.<br />
<br />
An update in April 2020 added the ability to use Dragon's Breath ammunition.<br />
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]<br />
[[File:TheoneXM26A.jpg|thumb|none|400px|Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm]]<br />
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]<br />
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]<br />
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]<br />
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]<br />
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]<br />
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]<br />
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]<br />
<br />
==Remington 870 MCS==<br />
The [[Remington 870 MCS]] appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.<br />
<br />
A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).<br />
<br />
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]<br />
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]<br />
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]<br />
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]<br />
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]<br />
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]<br />
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]<br />
[[File:Mw2019domino870.jpg|thumb|none|600px|Coalition Operator "Domino" holds a shortened 870.]]<br />
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.]]<br />
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique. With this weapon, as well as the MK2/Marlin 1895 (though with standard animations as well), has the player character insert ammunition continuously as if they had all the requisite ammo in their reloading hand, which begs the question of how the player characters are able to hold 8 12-gauge shells in one hand and are still be able to dexterously reload.]]<br />
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]<br />
[[File:Remington Model 870 DM.jpg|thumb|none|400px|Remington Model 870 DM - 12 gauge]]<br />
[[File:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]<br />
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the "Gulf Stalker" blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.]]<br />
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]<br />
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]<br />
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]<br />
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]<br />
<br />
==Standard Manufacturing DP-12==<br />
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous ''Call of Duty'' games.<br />
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]<br />
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]<br />
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]<br />
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]<br />
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]<br />
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]<br />
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]<br />
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]<br />
<br />
=Rifles & Carbines=<br />
==AK-47==<br />
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:<br />
<br />
*Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; the “23.0" RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); the “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.<br />
*Stock options consist of the "Field LMG Stock", a [[PKM]]-style stock; the "Skeleton Stock", an [[AKS-74]] folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; the "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and the "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.<br />
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.<br />
<br />
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.<br />
<br />
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009; in reality, by this point the Russian military was using the AK-74/AK-74M, with any milled-receiver AK variants having long since been retired. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s.<br />
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 (Type III) - 7.62x39mm]]<br />
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]<br />
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]<br />
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector. This lifts the rifle up enough that the front of the stock can be seen, showing the conventional tang-type stock mount, which distinguishes the rifle as a Type III - while similar in most respects, the Type II features a large metal stock-mounting bracket instead.]]<br />
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]]<br />
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.]]<br />
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]<br />
[[File:MW AK-47 (8).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]<br />
[[File:MW AK-47 (9).jpg|thumb|none|600px|The modified milled AK with a Romanian foregrip handguard, [[RPK]]-style barrel and bipod and OKP-7 sight (aka "Monocle Reflex Sight") in the Hackney Yard map.]]<br />
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]<br />
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]]<br />
[[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]]<br />
<br />
===AK-74===<br />
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an [[AK-74]] (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.<br />
<br />
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "[[AK-12]]". It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.<br />
<br />
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".<br />
<br />
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining "AK-47".<br />
<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]<br />
[[File:AK-12.jpg|thumb|none|450px|An actual AK-12, for comparison to the "AK-12" found in the singleplayer - 5.45x39mm]]<br />
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.]]<br />
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".]]<br />
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]<br />
[[File:MW AK-12 (3).jpg|thumb|none|600px|An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]<br />
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]<br />
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the "Gilded Arm" was later added in Season 6.]]<br />
<br />
===AKM===<br />
The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf Warrior 2]]''), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.<br />
<br />
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw".<br />
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]<br />
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]]<br />
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , ''volk''), corresponding to their wolf head logo.]]<br />
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]<br />
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]<br />
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]<br />
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]<br />
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]<br />
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]<br />
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.]]<br />
[[File:MW2019 Resonant.jpg|thumb|none|600px|The "Resonant" blueprint, which seems to be based on ''[[Call of Duty: Infinite Warfare]]''’s "Volk" AK. The energy rounds zap and explode whole enemies in a manner similar to the ''Wunderwaffe DG-2'' from previous games' Zombies modes.]]<br />
<br />
===Arsenal AR-M1===<br />
At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].<br />
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]<br />
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]<br />
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]<br />
<br />
===AKS-74U===<br />
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima".<br />
<br />
Compared to the full length "AK-12" rifles, the campaign carbines actually have the in-game 5.45mm chambering, even when using the Molot RPK drums. <br />
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]<br />
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.]]<br />
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in ''Modern Warfare'', all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the ''[[Metro]]'' games).]]<br />
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.]]<br />
<br />
===AKMSU===<br />
The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].<br />
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]<br />
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.]]<br />
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]<br />
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]<br />
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]<br />
<br />
==AN-94==<br />
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production [[AK-12]]/15 rifles. As with ''[[Call of Duty: Black Ops II]]'', the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the ''third'' round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).<br />
<br />
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an [[RPK-74M]] extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.<br />
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]]<br />
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]]<br />
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]]<br />
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]]<br />
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]<br />
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).]]<br />
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]<br />
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]<br />
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]<br />
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]<br />
<br />
==AS Val==<br />
The [[AS Val]] was added in Season 6 as the "AS VAL". Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.<br />
<br />
The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.<br />
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]<br />
[[File:MW2019 ASVAL.jpg|thumb|none|600px|An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.]]<br />
[[File:MW2019 ASVAL1.jpg|thumb|none|600px|The iron sights are repositioned onto the handguard akin to the SR-3M.]]<br />
[[File:MW AS VAL (1).jpg|thumb|none|600px|Spawning in with the AS Val - the character disengages the safety lever.]]<br />
[[File:MW AS VAL (2).jpg|thumb|none|600px|The Val in idle.]]<br />
[[File:MW AS VAL (3).jpg|thumb|none|600px|Aiming with the short radius sights.]]<br />
[[File:MW AS VAL (4).jpg|thumb|none|600px|Reloading tactical style.]]<br />
[[File:MW AS VAL (5).jpg|thumb|none|600px|Throwing out the spent magazine on an empty reload.]]<br />
[[File:MW AS VAL (6).jpg|thumb|none|600px|Working the action underhanded style.]]<br />
[[File:MW AS VAL (7).jpg|thumb|none|600px|Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.]]<br />
[[File:MW AS VAL (8).jpg|thumb|none|600px|The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...]]<br />
[[File:MW AS VAL (9).jpg|thumb|none|600px|...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.]]<br />
<br />
===VSS Vintorez===<br />
Equipping the "VLK Vintazh" stock turns the gun into a [[VSS Vintorez]], while the "VLK Strelok" stock approximates that of the modernized VSSM; while not mandatory, the "Dragunov Scope" and the "SPP 10-R Mags" help further this setup's resemblance to the real deal.<br />
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]<br />
[[File:MW2019 VSSVintorez.jpg|thumb|none|600px|The VSS Vintorez in Gunsmith.]]<br />
[[File:MW2019 VSSVintorez1.jpg|thumb|none|600px|The rifle's other side, showing off the scope mount]]<br />
[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]]<br />
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]]<br />
<br />
===SR-3 Vikhr===<br />
[[SR-3]]/SR-3M Vikhr-like configurations can be made from the "Stovl SOF" barrel and the "Stovl 6P30 Skelet" stock or default stock, respectively. The name in these two attachments is a misspelling of "Stvol", a fictional weapon manufacturer fully known as "Ствол Тактический" in-game, which translates to "barrel tactical"; "6P30" is the GRAU index designation of the AS Val.<br />
[[File:SR3.jpg|thumb|none|350px|SR-3 Vikhr - 9x39mm]]<br />
[[File:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30-round magazine - 9x39mm]]<br />
[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]]<br />
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]]<br />
[[File:MW AS VAL (10).jpg|thumb|none|600px|The player inspects the SR-3 build.]]<br />
<br />
==ASh-12.7==<br />
The [[ASh-12.7]] prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.<br />
<br />
It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.<br />
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]<br />
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]<br />
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]<br />
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]<br />
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]<br />
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]<br />
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]<br />
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]<br />
[[File:MW ASh (6).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW ASh (7).jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW Oden The Liar.jpg|thumb|none|600px|"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]]<br />
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.]]<br />
[[File:MW Oden Black Asp (1).jpg|thumb|none|600px|Stylized Oden with a "Black Asp" skin. In fact, it differs from the previous one only in some light parts.]]<br />
[[File:MW Oden Black Asp (2).jpg|thumb|none|600px|Player inspects the "Black Asp" Oden. Note the "сделано в россии" markings meaning "Made in Russia", which is not on the original gun.]]<br />
<br />
==Colt Model 933==<br />
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a black Daniel Defense Mk18 RIS II handguard (although the bottom two screws are mounted from the back to front like the other four screws, whereas on the real handguard they are mounted from front to back), Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan NSWC Crane SOPMOD Block II buttstock (not a B5 enhanced because it lacks QD sling cups), tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.<br />
<br />
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.<br />
<br />
The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with a animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.<br />
<br />
The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.<br />
<br />
[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]<br />
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]<br />
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]<br />
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]<br />
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]<br />
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine catch is properly animated.]]<br />
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason, the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]<br />
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]<br />
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.]]<br />
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. The semi-auto marking is missing from the left side of the base weapon.]]<br />
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including "The Purist" blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]<br />
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the "Commando Foregrip", which resembles a Magpul Angled Foregrip.]]<br />
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]<br />
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has a barrel and muzzle brake reminiscent of this weapon.]]<br />
[[File:MW Calibrutal.jpg|thumb|none|600px|The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.]]<br />
<br />
===Mk 18 Mod 0===<br />
The “FSS 11.5" Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.<br />
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]<br />
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]]<br />
[[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle-equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]]<br />
<br />
===Colt Model 901===<br />
The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble the [[M16A4|Colt Model 901]] (which was marketed as an M16A3). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.<br />
<br />
Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock, as does the "Old Faithful" blueprint. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.<br />
<br />
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]<br />
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]]<br />
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game. Note that even with the M16 M203 handguard, the grenade launcher is still somehow mounted on a section of picatinny rail underneath the handguard. How this is done is unclear, but likely a custom handguard setup designed for the game.]]<br />
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]<br />
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]<br />
[[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]]<br />
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]<br />
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]<br />
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]<br />
[[File:MW M16 OG (1).jpg|thumb|none|600px|An "OG" M16 in its default configuration.]]<br />
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]<br />
<br />
===Colt 9mm SMG (R0991)===<br />
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a [[Colt 9mm Submachine Gun|Colt 9mm SMG (R0991)]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).<br />
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]<br />
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.]]<br />
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]<br />
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]<br />
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]<br />
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]]<br />
<br />
==="XRK M4"===<br />
The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle. The same receiver model layout, default pistol grip, trigger and fire selector is seen by default in most other blueprints added in the game post release, "Fair Bass", "Polytope", "War Pig", "White Noise", and "Zip Tie" to name a few, though with different markings, different manufacturer's printings and different attachments.<br />
<br />
It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.<br />
<br />
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK M4" along with an "XRK .357". The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard "M4" weapon model.]]<br />
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".]]<br />
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the "XRK M4" can be found from Marines in the single player campaign, such as the "Zip Tie" here.]]<br />
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]<br />
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs, a combination that is not possible in multiplayer.]]<br />
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the “FSS 14.5" Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16" barrel. This has been removed as of the Season 2 battlepass, and the XRK M4 now uses the standard “FSS 14.5" Tac Lite” handguard. MW2019 Season 3 however, allows the unique forend (from the "Zip Tie" blueprint) to be attached to this blueprint (as well as many others, including the default RO933) through the use of the Gunsmith Customs function.]]<br />
[[File:MW Mk18 (12).jpg|thumb|none|600px|The player holds the aforementioned "Zip Tie" M4.]]<br />
[[File:MW Mk18 (13).jpg|thumb|none|600px|Inspection of the gun shows similar fire selector and magazine catch as on the XRK M4, but in bright blue color. Note the special extended handguard with rail covers. Also, unlike the XRK M4, this skin has an American flag on the magwell.]]<br />
<br />
===M4A1 Carbine===<br />
The "Task Force" blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]'', though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.<br />
<br />
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. <br />
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]<br />
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".|600px]]<br />
[[File:MW2019MW2-M400.jpg|thumb|none|600px|Just like with the base gun, picking up/spawning with the rifle involves pulling the charging handle and checking the chamber...]]<br />
[[File:MW2019MW2-M401.jpg|thumb|none|600px|...then smacking the forward assist.]]<br />
[[File:MW2019MW2-M41.jpg|thumb|none|600px|Holding the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".]]<br />
[[File:MW2019MW2-M42.jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]]<br />
[[File:MW2019MW2-M45.jpg|thumb|none|600px|Performing a tactical reload. With Sleight of Hand the player drops simply drops the magazine. Also note the protruding magazine catch.]]<br />
[[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]]<br />
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.<br />
<br />
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.<br />
<br />
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous ''Call of Duty'' games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.<br />
<br />
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]<br />
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.]]<br />
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]<br />
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]<br />
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]<br />
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]<br />
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]<br />
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]<br />
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]<br />
[[File:MW FAMAS (8).jpg|thumb|none|600px|A tan-colored "Jerboa" FAMAS blueprint in-game. This blueprint has a custom frame and also equipped by default with a tactical suppressor, laser, VLK 3.0x Optic scope and 50-round magazine.]]<br />
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]<br />
<br />
===FAMAS Valorisé===<br />
The "Fractured Forces", "Code Breaker", "The Artisan", "Insurgency" and "The Fallen" blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. <br />
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]<br />
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.]]<br />
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the "Code Breaker".]]<br />
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]<br />
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]<br />
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]<br />
<br />
===FAMAS G1===<br />
A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]].<br />
<br />
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]<br />
[[File:MW FAMAS G1.jpg|thumb|none|600px|An unreleased FAMAS G1 blueprint in an intro screen to the armory.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the "Fractured" blueprint.]]<br />
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]]<br />
<br />
==FN FAL==<br />
The [[FN FAL]] is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.<br />
<br />
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely a hidden attachment or an entirely different weapon entity that was left in the singleplayer as an Easter Egg of sorts.<br />
<br />
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.<br />
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]<br />
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the barrel & muzzle]]<br />
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL "G Series" - 7.62x51mm NATO]]<br />
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]<br />
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]<br />
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games. Initially, the weapon was depicted with "E-S" selector markings, similarly to the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector markings have been changed to "S-F" after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.]]<br />
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]<br />
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]<br />
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]<br />
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]<br />
[[File:MW FAL (8).jpg|thumb|none|600px|The FAL with the "S-F" selector markings...]]<br />
[[File:MW FAL (9).jpg|thumb|none|600px|...while the "Beefeater" variant still has a gold-embossed "E-S" inscription.]]<br />
<br />
===FN FAL Paratrooper===<br />
The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.<br />
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]<br />
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]<br />
<br />
===DSA SA58 OSW===<br />
The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. <br />
[[File:DSA-SA-58-OSW.jpg |thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base "Smooth Dominator" FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]<br />
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]<br />
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]<br />
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]<br />
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.]]<br />
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]<br />
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.]]<br />
<br />
==FN SCAR-H==<br />
The [[SCAR-H]] appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "[[FN]]" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.<br />
<br />
The weapon is also seen in the "Poster" calling card in multiplayer.<br />
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which has no length of pull adjustment), the relocated pins, and the greatly elongated side rails.]]<br />
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.]]<br />
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]<br />
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]<br />
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]<br />
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:<br><br />
* Like the "M4A1", the magazine release is animated.<br><br />
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.<br><br />
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.<br><br />
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).<br><br />
* There are "FORGE TAC Arms USA" markings underneath the rear sight.]]<br />
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]<br />
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]<br />
[[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.]]<br />
[[File:MW SCAR Traitor.jpg|thumb|none|600px|"The Traitor" SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver. ]]<br />
[[File:MW SCAR Traitor (2).jpg|thumb|none|600px|The player holds "The Traitor".]]<br />
[[File:MW SCAR Traitor (3).jpg|thumb|none|600px|And inspects it, showing Tempus Arnament markings.]]<br />
<br />
===FN SSR===<br />
Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.<br />
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]<br />
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]<br />
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]<br />
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]<br />
<br />
===FN SCAR-SC===<br />
The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact [[FN SCAR-SC]], except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.<br />
[[File:FN SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]<br />
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|A SCAR-SC build in Gunsmith.]]<br />
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]<br />
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]<br />
<br />
==Heckler & Koch G36==<br />
The [[Heckler & Koch G36]] was added with the "Season One" content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.<br />
<br />
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.<br />
<br />
The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).<br />
<br />
The most notable trait of the "Necrosis" model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]<br />
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]<br />
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]<br />
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the "Holger-26". Note the chopped down front sight.]]<br />
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the "FORGE TAC" marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]<br />
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]<br />
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]<br />
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]<br />
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]<br />
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]<br />
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]<br />
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler & Koch G36 with low-profile scope rail - 5.56x45mm NATO]]<br />
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The "Necrosis" blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]<br />
[[File:MW G36 Guilded.jpg|thumb|none|600px|The "Gilded" G36 blueprint, which uses the normal-model stock.]]<br />
<br />
===Heckler & Koch G36KA4===<br />
The "XRK Ultralight" barrel attachment turns the weapon into a [[Heckler & Koch G36K|G36KA4]].<br />
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]<br />
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]<br />
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]<br />
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the "Necrosis" blueprint, showcasing the difference in receiver designs.]]<br />
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]<br />
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]<br />
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]<br />
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]<br />
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]<br />
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]<br />
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]<br />
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a "Necrosis" G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]<br />
<br />
===Heckler & Koch G36C===<br />
The “FTAC 8.98" Spitfire” attachment turns the gun into a [[Heckler & Koch G36C|G36C]].<br />
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]<br />
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]<br />
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired "Colonial Standard" G36C included in the "Earth Expeditionary Force" bundle, which also includes a Ripley-themed uniform for SAS character Charly. "Adios" is also from one of the film's M56 Smart Guns.]]<br />
<br />
==Heckler & Koch HK433==<br />
The [[Heckler & Koch HK433]] appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.<br />
<br />
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black".<br />
<br />
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler & Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).<br />
[[File:HK433.jpg|thumb|none|450px|Heckler & Koch HK433, third prototype - 5.56x45mm NATO]]<br />
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]<br />
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]<br />
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.]]<br />
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]<br />
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]<br />
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]<br />
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the "M27 IAR" from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]<br />
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]<br />
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]<br />
<br />
==IWI Galil ACE Hybrid==<br />
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.<br />
<br />
The "CR-56 EXO" attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.<br />
<br />
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.<br />
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15" barrel - 7.62x39mm]]<br />
[[File:ACE GAR51.jpg|thumb|none|450px|IWI US Galil ACE GAR51SBR - 7.62x51mm NATO]]<br />
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The Galil ACE with its default 11.8" barrel. The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]<br />
[[File:MW2019 GalilACE.jpg|thumb|none|600px|Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]<br />
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined "Hardhat" map from ''MW3.'' Note the non-standard top cover latch; the ACE series use a conventional AK-style push-button, while the in-game rifle instead uses a sheet-metal tab reminiscent of the [[RPK-16]], with the spot that the button would normally occupy being taken up by the fictional manufacturer's pentagonal logo.]]<br />
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE - though with a rear sight this wide, "pointing" might be a more appropriate verb.]]<br />
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine; the same pentagonal logo is visible here, as is a 3-position selector correctly set to "auto".]]<br />
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]<br />
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]<br />
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in "The Story So Far" trailer.]]<br />
[[File:ACE GAR39.jpg|thumb|none|450px|IWI US Galil ACE GAR39SBR - 7.62x39mm]]<br />
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3" Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]<br />
[[File:MW ACE The Divide.jpg|thumb|none|600px|"The Divide" Galil ACE with the GAR39SBR-like barrel and forend.]]<br />
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]<br />
[[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]]<br />
[[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.]]<br />
[[File:MW ACE (8).jpg|thumb|none|600px|The [[Galatz]]-like sniper version of the Galil.]]<br />
<br />
==IWI Tavor CTAR-21==<br />
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7". Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.<br />
<br />
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.<br />
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]<br />
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]<br />
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]<br />
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]<br />
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]<br />
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]<br />
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]<br />
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]<br />
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]<br />
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]<br />
<br />
===IWI Tavor TAR-21===<br />
The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.<br />
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the "Eclipse" barrel and other attachments.]]<br />
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The "Corrupter" TAR-21, which also features an even further-stylized chassis.]]<br />
<br />
==Karabiner 98k==<br />
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. <br />
<br />
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).<br />
<br />
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.<br />
<br />
During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.<br />
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]<br />
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]<br />
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]<br />
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]<br />
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]<br />
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]<br />
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]<br />
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]<br />
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]<br />
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]<br />
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]<br />
<br />
==M14==<br />
The [[M14]] appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.<br />
<br />
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. <br />
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]<br />
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the "FORGE TAC" markings.]]<br />
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]<br />
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in ''[[Medal of Honor: Warfighter]]''.]]<br />
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the "FSS Raider Chassis Elite".]]<br />
[[File:MW M14 (6).jpg|thumb|none|600px|Sleight-of-Hand reloading a customized EBR.]]<br />
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the "FSS Raider Chassis Pro".]]<br />
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]<br />
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]<br />
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The "Stay Frosty" M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]<br />
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]<br />
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]<br />
<br />
==Marlin Model 1895==<br />
The [[Marlin Model 1895]] appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.<br />
<br />
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.<br />
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]<br />
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]<br />
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]<br />
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]<br />
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]<br />
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]<br />
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]<br />
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]<br />
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]<br />
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]<br />
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The "Dust Trail" Marlin.]]<br />
<br />
==SIG-Sauer MCX VIRTUS SBR==<br />
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.<br />
<br />
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches, while the "Tempus Cyclone" gives the gun an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The "no stock" attachment normally just removes the stock, but on the "Radioactive" and "Cagefighter" blueprint it replaces it by a buffer tube.<br />
<br />
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.<br />
<br />
A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.<br />
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]<br />
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]<br />
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the "M13".]]<br />
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]<br />
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional "SOLOZERO Optics" manufacturer.]]<br />
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]<br />
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]<br />
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]<br />
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]<br />
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]<br />
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]<br />
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]<br />
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the "Marksman" barrel assembly, with a length somewhere between an MCX SBR's 14.5" barrel and an MCX Patrol's 16" barrel. The handguard is of fictional length; the number of M-LOK slots would suggest a 14.5" barrel, but the dimensions of the handguard are slightly larger than they are supposed to be.]]<br />
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX VIRTUS Patrol.]]<br />
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.]]<br />
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]<br />
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The "Short Stuff" MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's cam plate next to the bolt catch. This is also the case for many other blueprints such as the "Die Cast" and "Cagefighter".]]<br />
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]]<br />
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]<br />
<br />
==SIG SG 552==<br />
The [[SIG SG 552]] was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The "Envenom" and "Mother Lode" blueprints added in Season 5 give the base rifle a highly stylized appearance and use [[IMBEL IA2]]-style stocks. Additionally, the "Mother Lode" has stylised Diamondback iron sights.<br />
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]<br />
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]<br />
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]<br />
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]<br />
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]<br />
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have "22LR" written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the ".223 Rem." marking on the side of the upper receiver, which was changed to "5.56 NATO" sometime in 2020.]]<br />
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]<br />
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]<br />
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]<br />
<br />
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]]<br />
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.]]<br />
[[File:MW SG552 (9).jpg|thumb|none|600px|Extremely shortened rifle with a quad-stack magazine in the Hackney Yard map.]]<br />
<br />
[[File:IMBEL IA2.jpg|thumb|none|450px|IMBEL IA2 - 5.56x45mm]]<br />
[[File:MW Mother Lode.jpg|thumb|none|600px|The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]]<br />
[[File:MW Envenom.jpg|thumb|none|600px|The "Envenom" blueprint, with an alternate default forend.]]<br />
<br />
===SIG SG 550===<br />
The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip gives it a resemblance to the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).<br />
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]<br />
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]<br />
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the rifle.]]<br />
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]<br />
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]<br />
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]<br />
<br />
===SIG SG 551===<br />
The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.<br />
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]<br />
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]<br />
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 build the Atlas Superstore.]]<br />
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]<br />
<br />
==Zastava M59/66==<br />
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.<br />
<br />
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.<br />
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]<br />
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.]]<br />
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]<br />
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]<br />
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]<br />
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]<br />
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]<br />
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock - 7.62x39mm]]<br />
[[File:MW SKS (12).jpg|thumb|none|600px|The "FTAC Hunter-Scout" stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]<br />
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]<br />
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]<br />
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]<br />
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]<br />
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]<br />
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]<br />
[[File:MWSKS-BayofPigs.jpg|thumb|none|600px|The "Bay of Pigs" variant which could be received during the [[Call of Duty: Black Ops Cold War|''Black Ops Cold War'']] reveal event in Warzone on August 26, 2020.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AX50==<br />
The [[Accuracy International AX50]] is featured in the game.<br />
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]<br />
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]<br />
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]<br />
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]<br />
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]<br />
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]<br />
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]<br />
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]<br />
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]<br />
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the "Corpse Maker" variant.]]<br />
<br />
==Barrett XM109==<br />
The [[Barrett XM109]] was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".<br />
<br />
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer "FTAC Seven Straight" barrel which, when combined with the Tank Brake and with ''not'' using the 25mm grenade ammo, makes it a [[Barrett M82A3]]-like build (though with only five-round mags instead of ten).<br />
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]<br />
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]<br />
[[File:MW2019 XM109.jpg|thumb|none|600px|The base "Rytec AMR" in Gunsmith.]]<br />
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]<br />
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the "Scrapyard" map recreated from ''MW2''.]]<br />
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]<br />
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]<br />
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]<br />
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]<br />
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the "Rytec" advertisers probably didn't have in mind.]]<br />
[[File:M82A1 OldSpec.JPG|thumb|none|500px|Original/Early Specification Barrett M82 - .50 BMG]]<br />
[[File:Barrett M82A3.jpg|thumb|none|500px|Barrett M82A3 - .50 BMG]]<br />
[[File:MW M82.jpg|thumb|none|600px|The AMR with the early Barrett style "XRK Mastodon" stock, bipod, and the "XRK Tank Brake" and "FTAC Seven Straight" modifications.]]<br />
<br />
=="HDR"==<br />
The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. The magwell and a few parts of the receiver appear to be similar to the [[Victrix Corvus]], and the pistol grip is inspired by the Stark Equipment grips. The KeyMod handguard resembles that of the SKAT GM-200, and its lower part is reminiscent of a [[PGM Mini-Hecate]]'s handguard. The weapon is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series.<br />
<br />
An altered version featuring a different receiver and handguard, as well as a skeletonized wooden thumbhole stock, is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart uses 12.7x108mm ammunition.<br />
<br />
A unique "Grassy Knoll" variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called "Hadir's Right Hand".<br />
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]<br />
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]<br />
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]<br />
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The "HDR" in Gunsmith.]]<br />
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the "HDR" - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]<br />
[[File:MW HDR (2).jpg|thumb|none|600px|The basic "HDR" in-game.]]<br />
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]<br />
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]<br />
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]<br />
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]<br />
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an "HDR" in the multiplayer trailer.]]<br />
[[File:MW HDR Gunsmith.jpg|thumb|none|600px|A Gunsmith preview of "Hadir's Right Hand". The "FTAC Champion" stock appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]]<br />
[[File:MW HDR (7).jpg|thumb|none|600px|"Hadir's Right Hand" in multiplayer.]]<br />
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style - note the different style of receiver and forend.]]<br />
<br />
==M24 SWS==<br />
The [[M24 SWS]] was added in Season 6 as the "SP-R 208", under the marksman rifles class. It is fitted with a trigger guard & paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 [[Remington 700 SPS|SPS]] / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the [[Remington Model 7]].<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW M24 Gunsmith.jpg|thumb|none|600px|The default "SP-R 208" in Gunsmith.]]<br />
[[File:MW M24 (1).jpg|thumb|none|600px|Spawning in with the M24 rifle shows the first round being chambered.]]<br />
[[File:MW M24 (2).jpg|thumb|none|600px|The scopeless M24 in idle.]]<br />
[[File:MW M24 (3).jpg|thumb|none|600px|Using the rail-affixed sights.]]<br />
[[File:MW M24 (4).jpg|thumb|none|600px|The character swaps out the rifle's magazines with his dominant hand.]]<br />
[[File:MW M24 (5).jpg|thumb|none|600px|Opening up the action and ejecting the last casing on an empty reload.]]<br />
[[File:MW M24 (6).jpg|thumb|none|600px|The spent mag is tossed aside before loading in a new one and chambering the rifle.]]<br />
[[File:MW M24 (7).jpg|thumb|none|600px|Meleeing with the M24.]]<br />
[[File:MW M24 (8).jpg|thumb|none|600px|The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the "XRK SP-TAC 208 Ultimate" chassis.]]<br />
[[File:MW M24 .300NM.jpg|thumb|none|600px|Inspecting a .300 Norma Magnum rifle set in the "ZLR SP-R Overseer" chassis and with the "Sloan KR-800 DeadEye" bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.]]<br />
[[File:MW M24 .338LM.jpg|thumb|none|600px|Previewing an M24 in .338 Lapua Magnum in the "XRK SP-LITE 208 Blitz" stock chassis and the "Sloan KR-600 Feather" bolt.]]<br />
[[File:MW M24 Gunsmith (2).jpg|thumb|none|600px|The "FSS Virtuoso Pro" stock as seen in Gunsmith.]]<br />
<br />
==SVD Dragunov==<br />
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.<br />
<br />
The "skeleton stock" attachment gives it an [[SVDS]]-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.<br />
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]<br />
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the "Euphrates Bridge" level.]]<br />
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]<br />
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]<br />
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]<br />
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]<br />
[[File:Modernwarfare2019allisvd1.jpg|thumb|none|600px|A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has "MADE IN BELARUS" written on it and is erroneously marked as a POSP in Cyrillic.]]<br />
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]<br />
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]<br />
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]<br />
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the "Plague Sore" Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]<br />
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]<br />
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the "Plague Sore". The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]<br />
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops. The Minigun in Warzone can be reloaded and has its own reload animation.<br />
<br />
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]<br />
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]<br />
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|"Aiming" the Minigun.]]<br />
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]<br />
[[File:MW M134 Inspect.jpg|thumb|none|600px|Inspecting the Minigun whilst utilizing the Juggernaut killstreak. The sticker on the gun contains a serial number, part number, and name of the manufacturer (which is "IWRZ Corp").]]<br />
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]<br />
[[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]]<br />
[[File:MW19 Sentrygun (2).jpg|thumb|none|600px|Left side of the automated M134.]]<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to ''Modern Warfare Remastered'''s multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.<br />
<br />
A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.<br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]<br />
[[File:MW2019 M249.jpg|thumb|none|600px|The "Bruen Mk9" in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]<br />
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]<br />
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]<br />
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]<br />
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]<br />
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]<br />
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]<br />
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]<br />
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]<br />
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]<br />
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]<br />
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]<br />
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]<br />
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]<br />
<br />
==Heckler & Koch MG5==<br />
The [[Heckler & Koch MG5]] appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].<br />
<br />
Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the [[Knight's Armament LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.<br />
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler & Koch MG5 - 7.62x51mm NATO]]<br />
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&K MG5 with the aid of the carry handle.]]<br />
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]<br />
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]<br />
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]<br />
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]<br />
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]<br />
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]<br />
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The "Old Wounds" MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]<br />
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the "Hazard" blueprint.]]<br />
[[File:MW MG5 (9).jpg|thumb|none|600px|The "Warhead" MG5 blueprint in-game; a reward for reaching max rank in the first season.]]<br />
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]<br />
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]<br />
<br />
===Heckler & Koch MG5 A2===<br />
The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called "M91 Infantry".<br />
[[File:MG5 A2.jpg|thumb|none|450px|Heckler & Koch MG5 A2 - 7.62x51mm NATO]]<br />
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the "M91 Special Forces" barrel, converting it into the A2.]]<br />
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the "Ruby Rampage".]]<br />
<br />
==Knight's Armament LAMG==<br />
The [[Knight's Armament LAMG]] itself was added during Season 5, under the name "FiNN LMG". As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.<br />
<br />
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the [[KAC ChainSAW]], via the "XRK ChainSAW" attachment. The "XRK M309 Forward Assault" stock is also similar to the older KAC LMG's tubular stock.<br />
<br />
The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.<br />
<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW2019 KACLMG.jpg|thumb|none|600px|The KAC LAMG in Gunsmith, unmodified.]]<br />
[[File:MW2019 KACLMG2.jpg|thumb|none|600px]]<br />
[[File:MW LAMG (1).jpg|thumb|none|600px|Raines with the LAMG in-game.]]<br />
[[File:MW LAMG (2).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW LAMG (3).jpg|thumb|none|600px|Pulling the charging handle from empty.]]<br />
[[File:MW LAMG (4).jpg|thumb|none|600px|Removing the empty belt box.]]<br />
[[File:MW LAMG (5).jpg|thumb|none|600px|Feeding in new links of regular 5.56.]]<br />
[[File:MW LAMG (6).jpg|thumb|none|600px|Closing the LAMG's top cover.]]<br />
[[File:MW LAMG (7).jpg|thumb|none|600px|Thumping a crate with the LAMG.]]<br />
[[File:MW2019 KACLAMGinspect.jpg|thumb|none|600px|The "FiNN" equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.]]<br />
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]<br />
[[File:MW LAMG ChainSAW (1).jpg|thumb|none|600px|The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.]]<br />
[[File:MW LAMG ChainSAW (2).jpg|thumb|none|600px|Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.]]<br />
<br />
==L86A1==<br />
The [[L86A1]] is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.<br />
<br />
It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].<br />
<br />
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]<br />
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]<br />
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]<br />
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]<br />
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]<br />
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]<br />
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]<br />
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]<br />
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]<br />
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]<br />
<br />
===L85A1===<br />
The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.<br />
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]<br />
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]<br />
<br />
==MG34==<br />
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.<br />
<br />
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.<br />
<br />
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".<br />
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]<br />
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]<br />
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]<br />
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]<br />
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]<br />
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]<br />
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]<br />
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.]]<br />
<br />
==PKM==<br />
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.<br />
<br />
The "25.9" heavy barrel" attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.<br />
<br />
Various blueprints such as the "Standard Issue", "Bludgeoner" and "Game Over" are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.<br />
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]<br />
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]<br />
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]<br />
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character does an unnecessary pull of the charging handle before opening the feed tray cover.]]<br />
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier should actually be locked back (with a round ready to be chambered dropped inside the gun), and needs to be dropped forwards before the new belt can be loaded.]]<br />
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]<br />
[[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.]]<br />
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]<br />
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.]]<br />
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]<br />
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]<br />
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]<br />
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The 2020 prototype of the [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG-6.8; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The "RAAL MG" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]]<br />
[[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]]<br />
[[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in "Killhouse".]]<br />
[[File:SIGMG338MW19 ADS.jpg|thumb|none|600px|Looking down the iron sights.]]<br />
[[File:SIGMG338MW19 inspect1.jpg|thumb|none|600px|Inspecting the machine gun involves checking the feed tray.]]<br />
[[File:SIGMG338MW19 inspect2.jpg|thumb|none|600px|Then flipping the gun on its side and taking in the chunky FDE magnificence. Note the "ZLR" manufacturer marking.]]<br />
[[File:SIGMG338MW19 inspect3.jpg|thumb|none|600px|Checking the ejection port and charging handle.]]<br />
[[File:SIGMG338MW19 reload1.jpg|thumb|none|600px|Reloading from empty involves racking the charging handle.]]<br />
[[File:SIGMG338MW19 reload2.jpg|thumb|none|600px|Clearing the feed tray of stray links.]]<br />
[[File:SIGMG338MW19 reload3.jpg|thumb|none|600px|Replacing the ammunition box.]]<br />
[[File:SIGMG338MW19 reload4.jpg|thumb|none|600px|Then closing the unique side folding top cover.]]<br />
<br />
=Launchers=<br />
==Carl Gustaf M4==<br />
The [[Carl Gustaf M4]] appears as the "Strela-P" (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.<br />
<br />
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]<br />
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]<br />
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]<br />
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]<br />
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]<br />
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]<br />
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]<br />
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]<br />
<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin]] appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.<br />
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]<br />
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]<br />
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]<br />
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]<br />
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]<br />
<br />
==FN 40GL==<br />
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).<br />
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]<br />
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]<br />
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]<br />
[[File:MW FN 40GL (3).jpg|thumb|none|600px|"Aiming", which really just zooms in.]]<br />
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]<br />
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]<br />
<br />
==GP-25==<br />
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]<br />
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]<br />
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]<br />
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]<br />
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher can be attached to many of the other weapons in the "assault rifles" category.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike; as with the GP-25 above, the flip-up grenade launcher leaf sight associated with this particular barrel option is never used for its intended purpose.]]<br />
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]<br />
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]<br />
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]<br />
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]]<br />
<br />
===Madbull XM203===<br />
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|450px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The fictional launcher attached to a Tavor. [[Call of Duty: Modern Warfare 2#IMI Tavor TAR-21|10 years, and they still haven't learned...]]]]<br />
[[File:MW XM203 (1).jpg|thumb|none|600px|The "M203" affixed to a "Grau 5.56"; like most of the game's UBGLs, it lacks sights of any sort.]]<br />
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW XM203 (3).jpg|thumb|none|600px|The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.]]<br />
<br />
==Milkor Mark 14==<br />
The [[Milkor Mark 14]] appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected. It is reloaded with a (possibly VLTOR-made) speedloader.<br />
<br />
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]<br />
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in "Proxy War".]]<br />
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]<br />
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.]]<br />
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]<br />
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is featured in the game.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]<br />
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]<br />
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.]]<br />
[[File:MW RPG-7 (4).jpg|thumb|none|600px|A closer look at the RPG.]]<br />
<br />
==SA-25==<br />
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the "PILA" (plural form of ''pilum'', a type of Roman javelin; it also means "saw" in Russian). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional "FSS" company branding on the gripstock housing.]]<br />
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]<br />
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]<br />
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]<br />
[[File:MW SA-25 (4).jpg|thumb|none|600px|The weapon inspection feature added post-release allows to take a closer look at the launcher.]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
The "Flash Grenade" in multiplayer is a [[Model 7290 flashbang grenade]].<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]<br />
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]<br />
<br />
==Mk.V CN Gas Grenade==<br />
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the "Gas Grenade".<br />
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]<br />
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]<br />
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]<br />
<br />
==M18 Smoke Grenade==<br />
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.<br />
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]<br />
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]<br />
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 Hand Grenade]] is featured in the game.<br />
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]<br />
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]<br />
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]<br />
[[File:MW M67 Idle.jpg|thumb|none|600px|Holding the grenade with the spoon removed. Note that the striker appears to not be in the fired position, which would prevent the fuze from detonating in real life.]]<br />
<br />
==M18A1 Claymore==<br />
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.<br />
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]<br />
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]<br />
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]<br />
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]<br />
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]<br />
<br />
==M84 Stun Grenade==<br />
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the "Stun Grenade".<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]<br />
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]<br />
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]<br />
<br />
==Hybrid Bouncing Mine==<br />
The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.<br />
[[File:MW VS Mine (1).jpg|thumb|none|600px|The "Proximity Mine" in the loadout menu.]]<br />
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]<br />
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]<br />
<br />
=="Thermite"==<br />
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from ''Titanfall 2'', a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.<br />
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]<br />
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]<br />
<br />
==RGD-5==<br />
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.<br />
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]<br />
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]<br />
<br />
==RGO Fragmentation Grenade==<br />
The "Hidden" uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.<br />
[[File:RGO.jpg|thumb|none|450px|RGO frag grenade]]<br />
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]<br />
<br />
==M26 hand grenade==<br />
What appears to be [[M26 hand grenade]]s are seen in the background of the player skin overview in multiplayer.<br />
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]<br />
<br />
=Emplaced/Mounted Weapons=<br />
==AGM-114 Hellfire==<br />
The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the "Cruise Missile" killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires.<br />
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]<br />
[[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]]<br />
[[File:MW CruiseMissile Tablet.jpeg|thumb|none|600px|A Hellfire can be seen on the tablet when calling in the "Cruise Missile" killstreak. Note the additional fins around the middle of the missile body that are not present on real Hellfires.]]<br />
<br />
==AGS-17==<br />
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.<br />
[[File:Ags17.jpg|thumb|none|400px|AGS-17 "Plamya" on tripod - 30x29mm]]<br />
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.]]<br />
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance "Wheelson" in a multiplayer match.]]<br />
<br />
==Browning M2HB==<br />
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.<br />
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]<br />
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]<br />
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]<br />
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]<br />
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]<br />
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]<br />
<br />
==Bofors 40mm==<br />
The "Gunship" killstreak in multiplayer has a [[Bofors 40mm]] cannon.<br />
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.]]<br />
<br />
==Bushmaster M242 Chaingun==<br />
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/"IAV" and psu-Puma armored vehicles in the game.<br />
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]<br />
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the "Euphrates River" multiplayer level.]]<br />
<br />
==General Electric GAU-8/A Avenger==<br />
The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.<br />
[[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]<br />
[[File:MW19 A-10C.jpg|thumb|none|600px|A cropped image of the "Precision Airstrike" background art - the in-game screen covers the GAU-8 a bit with the description text. The A-10's loadout also includes four AGM-65 Maverick air-to-surface missiles, four AIM-9 Sidewinder air-to-air missiles, and 14 Hydra 70 rockets in LAU-68 rocket pods.]]<br />
<br />
==General Dynamics M197 Vulcan==<br />
The [[M197 Vulcan]] is affixed to the VTOL jumpjet in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.<br />
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]<br />
[[File:MW VTOL M197.jpg|thumb|none|600px|An Allegiance psuedo-AV-8B armed with the Vulcan turret over the Karst River Quarry. The Allegiance version has a Sukhoi "Flanker"-like splinter paint scheme. Also note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]]<br />
[[File:MW AV-8B.jpg|thumb|none|600px|A damaged Coalition VTOL jet with its M197 aimed downwards. Note the low quality model of the cannon shows it only with two barrels. Note also that the vectored thrust nozzles are pointed towards the aft, despite hovering in place.]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
A stylized Sukhoi Su-25 "Frogfoot" appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons can be seen mounted in the nose cone.<br />
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
[[File:MW Su-25.jpg|thumb|none|600px|The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor "eyes" seen below the cockpit, and a short pair of canards are also present just below them.]]<br />
<br />
==Hell Cannon==<br />
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.<br />
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real "Hell Cannon" found in Aleppo, Syria.]]<br />
[[File:codmw hellcannon.jpg|thumb|none|600px|The "Hell Cannon" with some of its peculiar warheads.]]<br />
<br />
==KPVT==<br />
A [[KPV heavy machine gun|KPVT]] can be found in the "Azhir Cave" multiplayer map.<br />
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]<br />
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]<br />
<br />
==M29 Mortar==<br />
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".<br />
[[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]]<br />
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]<br />
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]<br />
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]<br />
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]<br />
<br />
==M102 105mm Howitzer==<br />
The "Gunship" killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon.<br />
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]]<br />
<br />
==M230 Chain Gun==<br />
AH-64D Apache Longbow helicopters that appear in "Proxy War" and in multiplayer as the classic "Chopper Gunner" killstreak have usable [[M230 Chain Gun]] autocannons. Apaches also appear in the "Hunting Party" mission.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==Mk 47 Mod 0==<br />
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.<br />
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]<br />
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]<br />
<br />
=Other=<br />
==BGM-71 TOW==<br />
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.<br />
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]<br />
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the "That Should Do" quote. Note the scoped AR seen on the right.]]<br />
<br />
==Hybrid Reverse Draw Crossbow==<br />
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.<br />
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]<br />
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]<br />
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
==M79 grenade launcher==<br />
Frank Woods' character model that was released as a pre-order reward for ''[[Call of Duty: Black Ops Cold War]]'' has an unusable sawn-off [[M79 grenade launcher]] in a holster on his left side.<br />
[[File:US M79 sawed off with 2 hornets nest rounds & a 40mm 12g adapter round.jpg|thumb|none|400px|'''Airsoft''' CAW M79 sawed off with 3 airsoft grenades.]]<br />
[[File:MW19 M79 Woods.jpg|thumb|none|600px|The M79 "Pirate Pistol" in Woods' holster.]]<br />
<br />
==MG42==<br />
Either an [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.<br />
[[File:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]<br />
[[File:MW MG 42.jpg|thumb|none|600px|The MG42 lying on the ground. It appears to be reusing the Black Ops III model rather than the WWII one due to the distinctive bipod.]]<br />
<br />
==Taser X26==<br />
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.<br />
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]<br />
[[File:MW Taser.jpg|thumb|none|600px|]]<br />
<br />
=Unusable Weapons=<br />
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.<br />
<br />
==Beretta 92==<br />
An early model of the [[Beretta 92]] is seen in the promotional image for "The Bodyguard" customization pack for Domino.<br />
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]<br />
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.]]<br />
<br />
==Remington 1875==<br />
The playercard "Big Iron" shows a cowboy gunslinger with a [[Remington 1875]].<br />
[[File:Rem1875.jpg|thumb|none|400px|Remington 1875 - .45 Long Colt.]]<br />
[[File:MW Big Iron.jpg|thumb|none|600px|]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The playercard "Dry Heat" shows the silhouette of a proper [[Heckler & Koch MP7A1]].<br />
[[File:H&K MP71A1.jpg|thumb|none|400px|Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm]]<br />
[[File:MW MP7A1.jpg|thumb|none|600px|]]<br />
<br />
==Daniel Defense DDM4V7S==<br />
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.<br />
[[File:DDM4V7S.jpg|thumb|none|450px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]<br />
[[File:MW DD Mk18.jpg|thumb|none|600px|]]<br />
<br />
==Desert Tech MDR==<br />
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. <br />
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]<br />
[[File:MW MDR Menu.jpg|thumb|none|439px|]]<br />
<br />
==Noveske-style rifle==<br />
What appears to be a [[Noveske Rifleworks rifle series|Noveske]]-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.<br />
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]<br />
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]<br />
<br />
==Mk 46 Mod 0==<br />
The [[Mk 46 Mod 0]] is seen in a promotional artwork.<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]<br />
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]<br />
<br />
==Accuracy International AXMC==<br />
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.<br />
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum]]<br />
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:MW_M134_Inspect.jpg&diff=1601913File:MW M134 Inspect.jpg2023-08-05T02:39:00Z<p>Fine cuisine: </p>
<hr />
<div></div>Fine cuisinehttps://www.imfdb.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&diff=1590551Talk:Call of Duty: Modern Warfare II (2022)2023-07-13T06:36:07Z<p>Fine cuisine: /* The remaining DLC weapons found in a datamine */ forgot to sign oops</p>
<hr />
<div>=Extraneous Images=<br />
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.<br />
<br />
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview. Prior to the Season One update, it is not possible to preview the weapon's 3D model akin to previous games, so a workaround was used to preview most of the weapons this way.]]<br />
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]<br />
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]<br />
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]<br />
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the bugged gunsmith preview screen.]]<br />
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]<br />
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]<br />
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]<br />
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]<br />
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]<br />
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the bugged gunsmith preview screen.]]<br />
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]<br />
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen.]]<br />
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]<br />
[[File:MW22 SCAR 17S.jpg|thumb|none|600px|The SSR lookalike in the loadout screen.]]<br />
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the old gunsmith preview screen.]]<br />
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text was really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle. This was later fixed, now the barrel is labeled as a 17.5.]]<br />
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]<br />
<br />
=Miscellaneous=<br />
==CBU-97 Sensor Fuzed Weapon==<br />
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the "Stealth Bomber" killstreak.<br />
<br />
=="Snapshot Grenade"==<br />
The fictional self flying disco ball inspired "Snapshot Grenade" returns from ''Modern Warfare''.<br />
<br />
=="Drill Charge"==<br />
The "Drill Charge" is a fictional device loosely resembling the Hafthohlladung magnet mine.<br />
<br />
=="Combat Knife"==<br />
The "Combat Knife" seems to be based on SOG knives, particularly SOG Pillar.<br />
<br />
==Container-Launched Missile System==<br />
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.<br />
<br />
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.<br />
<br />
==MK-12A==<br />
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the "Low Profile" spec ops mission.<br />
<br />
==MIM-23 Hawk==<br />
The MIM-23 Hawk surface-to-air missile system is featured in the "Denied Area" spec ops mission. It is misattributed as "Russian-made" when in reality it is of US origin.<br />
<br />
==Storm Shadow/AGM-154 JSOW hybrid==<br />
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.<br />
<br />
=Attachments=<br />
==Optics==<br />
===Aimpoint CompM2===<br />
A stylized Aimpoint CompM2 is featured as the "SZ Sro-7" ("SZ Reflex" in the beta).<br />
<br />
===Aimpoint Micro T-1===<br />
The Aimpoint Micro T-1 based "Aim-Op" from ''Modern Warfare'' was added with Season 1 as the "Aim Op-V4".<br />
<br />
===Colt Scope===<br />
The "Forge-Tac Delta 4" is based on the Colt Scope. <br />
<br />
==="Corvus Downrange-00"===<br />
A slightly altered DI Optical EG1.<br />
<br />
===Hensoldt ZF 6×42 PSG1===<br />
The "Lachmann Impact 9" is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 ("LM-S"), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for "ZF 6×42 PSG1", which while incorrect, does speak to developer intent.<br />
<br />
===SIG-Sauer ROMEO 3 MAX===<br />
The SIG-Sauer ROMEO 3 MAX based "Cronen LP945 Mini Reflex" from ''Modern Warfare'' returns as "Cronen Mini Red Dot".<br />
<br />
==="SZ Lonewolf Optic"===<br />
The "SZ Lonewolf Optic" is the EOtech style holographic sight stand in for MWII.<br />
<br />
===Leupold LCO===<br />
A slightly altered Leupold LCO red dot sight was added with Season 1 as the "SZ Battle Optic".<br />
<br />
==="Schlager 4X"===<br />
The "Schlager 4X" is based on the Hensoldt ZO 4x30i scope.<br />
<br />
==="Thermo-Optic X9"===<br />
The "Thermo-Optic X9" appears to be a stylized Steiner Optics CQT with some kind of magnifier.<br />
<br />
===Leupold HAMR===<br />
The Leupold HAMR based "Integral Hybrid" from ''Modern Warfare'' returns as "Hybrid Firepoint".<br />
<br />
===ELCAN SpectreDR===<br />
Appears as the "Cronen Zero-P Optic".<br />
<br />
===Vortex Venom Red Dot===<br />
The Vortex Venom Red Dot based "Solozero Optics Mini Reflex" from ''Modern Warfare'' returns as "SZ Mini".<br />
<br />
==="Cronen Mini Pro"===<br />
The "Cronen Mini Pro" is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.<br />
<br />
==="SZ Sigma-IV Optic"===<br />
The "SZ Sigma-IV Optic" seems to be loosely inspired by the Trijicon RMR.<br />
<br />
==="SZ Recharge-DX"===<br />
A slightly altered Trijicon SRS.<br />
<br />
===HoloSun HS510C===<br />
The HoloSun HS510C based "Operator Reflex Sight" from ''Modern Warfare'' returns as "XRK On-Point Optic".<br />
<br />
===Kobra Red Dot===<br />
The Kobra Red Dot based "Viper Reflex Sight" from ''Modern Warfare'' returns as "DF105 Reflex Sight". Its description correctly states that it is of Russian make.<br />
<br />
===Aimpoint ACRO P-1===<br />
A stylized Aimpoint ACRO P-1 is featured as the "SZ Minitac-40".<br />
<br />
===OKP-7===<br />
The OKP-7 based "Monocle Reflex Sight" from ''Modern Warfare'' returns as "Monocle CT90". Its description correctly states that it is of Russian origin.<br />
<br />
==="Corio RE-X Pro"===<br />
The "Corio RE-X Pro" resembles Meprolight M21 with control buttons from HoloSun HS510C.<br />
<br />
===BelOMO PK-AS-W===<br />
The BelOMO PK-AS-W based "APX5 Holographic Sight" from ''Modern Warfare'' returns as "Kazan-Holo". Its description states that it is of Russian origin rather than Belarussian.<br />
<br />
===1P29 Scope===<br />
The 1P29 Scope based "VLK 3.0x Optic" from ''Modern Warfare'' returns as "VLK 4.0 Optic". Its description correctly states that it is of Russian origin and has 4x magnification.<br />
<br />
===Trijicon ACOG===<br />
A stylized Trijicon ACOG is featured as the "SZ Bullseye Optic".<br />
<br />
===Zeiss Z-Point===<br />
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the "Corvus SOL-76".<br />
<br />
===Leupold Mark 6===<br />
A stylized Leupold Mark 6 appears as the "Luca Field-6", added alongside the SR-25 ("Tempus Torrent").<br />
<br />
==Muzzle devices==<br />
===Dead Air Odessa-9===<br />
The "Forge DX90-F" is a slightly visually altered Dead Air Silencers Odessa-9.<br />
<br />
===OSS HELIX HX 762 Suppressor===<br />
The "Forge-Tac Dreadnaught Suppressor" appears to be an OSS HELIX HX 762 Suppressor.<br />
<br />
===Rugged Suppressors Obsidian===<br />
The "CN30 Suppressor" is a Rugged Suppressors Obsidian pistol silencer.<br />
<br />
===SOCOM556 MINI2 Suppressor===<br />
The "Echoline GS-X Suppressor" is a stylized SureFire SOCOM556 MINI2 Suppressor.<br />
<br />
===Silencerco Osprey 45===<br />
The "FT Steelfire" is based on the Silencerco Osprey.<br />
<br />
===SureFire Warden===<br />
Appears as the "Corvus Slash Gen. 2" flash hider.<br />
<br />
===SureFire Warcomp===<br />
The "TZL-90 V3" is a SureFire Warcomp three prong flash hider.<br />
<br />
==Grips==<br />
==="D15 Grip"===<br />
The "D15 Grip" is loosely based on Stark Equipment grips.<br />
<br />
==="Sakin ZX Grip"===<br />
The "Sakin ZX Grip" appears to be a combination of Hera Arms and Magpul grips.<br />
<br />
==="Phantom Grip"===<br />
The "Phantom Grip" is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.<br />
<br />
==="Support CP90 Grip"===<br />
The "Support CP90 Grip" is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.<br />
<br />
==="Ivanov ST-70 Grip"===<br />
Loosely based on the ZenitCo RK-3 AK pistol grip.<br />
<br />
==Magazines & Ammunition==<br />
===MG15 Saddle Drum (modified)===<br />
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the "50-Round Drum". Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].<br />
<br />
===SureFire MAG5-60===<br />
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.<br />
<br />
===Magpul PMAG-40===<br />
The 40 round magazine for the SCAR-L is a stylized PMAG-40.<br />
<br />
===45 round STANAG===<br />
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.<br />
<br />
===G2 Research R.I.P. 9mm===<br />
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the "9mm Frangible".<br />
<br />
==Lasers==<br />
==="Corvus PEQ Beam-5"===<br />
The "Corvus PEQ Beam-5" appears to be a stylized Wilcox Raid X.<br />
<br />
==="FSS Ole-V Laser"===<br />
The "FSS Ole-V Laser" appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.<br />
<br />
==="Corio Laz-44 V3"===<br />
The "Corio Laz-44 V3" appears to be a stylized B.E. Meyers MAWL.<br />
<br />
==="SZ 1MW PEQ"===<br />
The "SZ 1MW PEQ" appears to be a stylized AN/PEQ-15.<br />
<br />
==="STOVL DR Laser Box"===<br />
The "STOVL DR Laser Box" appears to be a stylized ZenitCo Perst-3.<br />
<br />
==="DXS Flash 90"===<br />
The "DXS Flash 90" appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.<br />
<br />
==="Schlager PEQ Box IV"===<br />
The "Schlager PEQ Box IV" is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.<br />
<br />
==="DZM-1000 L"===<br />
The "DZM-1000 L" is a stylized SureFire X400 Ultra WeaponLight.<br />
<br />
==="FTac Grimline Laser"===<br />
The "FTac Grimline Laser" is a stylized B.E. Meyers DIAL 100G.<br />
<br />
==="XTEN Sidearm-L400"===<br />
The Steiner DBAL-PL based "5mw Laser" from Modern Warfare returns as "XTEN Sidearm-L400" albeit with some alterations.<br />
<br />
=Discussion=<br />
==P220==<br />
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the "weapon family" system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)<br />
<br />
==PK and AK on Farm 18==<br />
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)<br />
<br />
==The Benelli==<br />
Since I figure this'll be a point of discussion later on: I think the "Expedite 12" (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)<br />
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)<br />
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)<br />
<br />
== Identifying the "FTac Recon" ==<br />
<br />
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the "XRK M4" blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)<br />
:Bit of info: the internal name of this weapon is "br_msecho". --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)<br />
<br />
== Referring to the G3 family as civilian versions ==<br />
<br />
I feel that "no paddle release means civilian" is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing "real" props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just "no paddle". The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the "standard" way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''"Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern"'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)<br />
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)<br />
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])<br />
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)<br />
<br />
== Launch weapon count ==<br />
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)<br />
<br />
== Boney Hadger ==<br />
<br />
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)<br />
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)<br />
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)<br />
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)<br />
The weapon appears to have been cut from the final release. I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it. The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)<br />
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)<br />
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)<br />
<br />
==COD 2024 leaked weapon list==<br />
<br />
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.<br />
<br />
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg<br />
<br />
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)<br />
<br />
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.<br />
<br />
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:<br />
<br />
AR = Assault Rifle<br />
BR = Battle Rifle<br />
DM = Marksman Rifle<br />
LM = Light Machine Gun<br />
PI = Pistol<br />
SH = Shotgun<br />
SM = Submachine Gun<br />
SN = Sniper Rifle<br />
ME = Melee<br />
LA = Launcher<br />
<br />
ArmaLite platform:<br />
<br />
AR: Colt Model 723<br />
<br />
DM: M16<br />
<br />
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)<br />
<br />
SN: SR-25<br />
<br />
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.<br />
<br />
AK-74 platform:<br />
<br />
AR: AK-74<br />
<br />
SM: Gepard PDW(obscure prototype)<br />
<br />
LM: PU-21(obscure prototype, belt or magazine-fed)<br />
<br />
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)<br />
<br />
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.<br />
<br />
SIG platform:<br />
<br />
AR: SIG SG 550<br />
<br />
BR: SIG SG 542<br />
<br />
SM: FAMAE SAF<br />
<br />
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.<br />
<br />
CETME&HK platform:<br />
<br />
AR: CETME Model L<br />
<br />
BR: CETME Model C<br />
<br />
SM: MP5<br />
<br />
*Model L is new to COD. Funny how you can make a H&K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).<br />
<br />
FAL platform:<br />
<br />
BR: FN FAL<br />
<br />
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure<br />
<br />
SM: IMBEL MD1(obscure prototype)<br />
<br />
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)<br />
<br />
AS Val platform:<br />
<br />
AR: AS Val<br />
<br />
SM: SR-3 Vikhr<br />
<br />
*Vintorez will be just an attachment variant, it seems.<br />
<br />
Kulspruta platform:<br />
<br />
LM: Ksp 58(6.5x55 mm)<br />
<br />
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)<br />
<br />
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.<br />
<br />
PGM platform:<br />
<br />
SN: PGM Ultima Ratio<br />
<br />
SN: PGM Hécate II<br />
<br />
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.<br />
<br />
Dragunov platform:<br />
<br />
SN: SVD Dragunov<br />
<br />
DM: SVU Dragunov<br />
<br />
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). <br />
<br />
Mossberg platform:<br />
<br />
SH: Mossberg 500<br />
<br />
SH: Bullpup Mossberg 500<br />
<br />
*Bullpup will debut in a COD game.<br />
<br />
Break-Action Shotgun platform:<br />
<br />
SH: CBC Model SB(single barrel)<br />
<br />
SH: Rottweil Skeet Olympia 72(over-under double barrel)<br />
<br />
*Finally the actual Olympia will be in a COD game.<br />
<br />
Grendel platform:<br />
<br />
PI: Grendel P30(.22 Winchester Magnum Rimfire)<br />
<br />
SM: Grendel R31(converted to full-auto)<br />
<br />
*Cool choice and caliber.<br />
<br />
USP platform:<br />
<br />
PI: H&K USP(9x19mm)<br />
<br />
PI: H&K USP(.40 S&W)<br />
<br />
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.<br />
<br />
Makarov platform:<br />
<br />
PI: Makarov PM<br />
<br />
PI: Stechkin APS<br />
<br />
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.<br />
<br />
Melee platform:<br />
<br />
ME: Knife<br />
<br />
Panzerfaust platform:<br />
<br />
LA: Panzerfaust 3<br />
<br />
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?<br />
<br />
So, for now we have:<br />
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total<br />
<br />
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.<br />
<br />
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)<br />
<br />
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)<br />
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the "No bootleg" policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)<br />
<br />
:I am really concerned that they would "stylize" some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)<br />
<br />
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)<br />
<br />
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)<br />
<br />
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)<br />
<br />
== Magfed Mossberg ==<br />
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)<br />
<br />
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)<br />
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)<br />
<br />
:::To further confirm, the Bryson 890's internal name is "'''mv'''iktor" which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)<br />
<br />
==Viewing weapons in gunsmith==<br />
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)<br />
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly "pro" players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)<br />
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)<br />
<br />
==The "AK-74M" railed handguard dissected==<br />
Gonna put this here due to being too much for the "summary" section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this "AK-74M"-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)<br />
<br />
== MRAD named "Victus XMR" ==<br />
<br />
I don't have the game, so I want to ask, ''where'' is the name "Victus XMR" used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)<br />
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)<br />
<br />
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission "Recon By Fire". The rifle still shows as "Victus XMR" instead of "MCPR-300" so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)<br />
<br />
==M16 ID==<br />
The supposed "M16A3" ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both "M16A2" ''and'' "Auto" at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either "M16A4 with incorrect and inconsistent markings" (the better option), or if we want to be exceptionally pedantic "M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking". But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the "Auto" text above the "M16A2" text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)<br />
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated "M16A3" or was colloquially marketed as such). Plus, it isn't a goof to see "M16A2" and "Auto" markings simultaneously, since M16A3s manufactured by Colt have been marked "M16A2" on the receiver (while other manufacturers like FN apparently did use "M16A3" markings). Now, if the devs later decide to fix the "Auto" marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)<br />
::I changed the section's title to "Colt Model 901" to prevent confusion, in case the M16A3 designation turns out not to be really the proper one for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])<br />
<br />
== HK Machinegun variants ==<br />
<br />
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)<br />
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]<br />
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]<br />
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]<br />
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)<br />
<br />
== Slimeline Pro is possibly a SM26013 ==<br />
<br />
This is possibly the closest thing I can find<br />
<br />
https://www.midwayusa.com/product/1020040977<br />
<br />
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)<br />
<br />
==FA-MAS in loading screens==<br />
Might be worth adding to the unusable weapons list, the "Triple Threat" and "Wading" loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)<br />
<br />
==9mm M4 in the current Shoot The Ship playlist tile==<br />
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)<br />
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)<br />
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)<br />
<br />
== Remaining upcoming DLC weapons have been datamined ==<br />
<br />
iw9_me_sword02 - another kind of sword<br />
<br />
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)<br />
<br />
iw9_sn_india - M200 Intervention<br />
<br />
iw9_pi_tango9 - Tec-9<br />
<br />
iw9_ar_helima - Springfield Hellion<br />
<br />
iw9_sm_acharlie45 - APC 45<br />
<br />
iw9_sh_tsierra - Tavor TS12<br />
<br />
iw9_sn_walpha - WA 2000<br />
<br />
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)<br />
<br />
iw9_ar_malima - Malyuk<br />
<br />
iw9_sm_acharlie9 - APC 9<br />
<br />
iw9_me_kamas - Kamas(Japanese sickles)<br />
<br />
iw9_me_kalisticks- Kali Sticks<br />
<br />
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)<br />
<br />
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)<br />
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)<br />
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called "Serval" in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)<br />
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)<br />
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in "6.8 Wrath", which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:04, 3 April 2023 (UTC)<br />
::::::"6.8 Wrath" is most definitely intended to be .277 Fury / 6.8x51mm, I just wish all the fake gun names were this on the nose about it. And there really wouldn't be any reason to rechamber the M200 in this cartridge if we weren't also getting the Spear, so that'll definitely come too. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:30, 3 April 2023 (UTC)<br />
:::::::Well... the S3 content has been officially revealed today. The cool thing is that it does include an NGSW rifle, but kinda disappointingly it's not the SPEAR, but the RM277. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:31, 6 April 2023 (UTC)<br />
::::::::Neat. It may not fit into the existing platform, but I do think it's the most interesting of the three program rifles. On another note, the main blog also mentions another full-auto pistol mid-season (in addition to the TEC-9), which is described as "high-calibre" and "modified to full-auto". Maybe the 2011? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:34, 6 April 2023 (UTC)<br />
::::::::: The "high-calibre" and "modded to full-auto" seems to refer to the full-auto Desert Eagle, the "GS Magna", that was accidentally revealed in a Japanese announcement. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:22, 3 May 2023 (UTC)<br />
<br />
== EBR-14 ==<br />
<br />
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?<br />
[[File:MWII EBR-14 Reciever.jpg|none|600px]]<br />
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)<br />
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis <s>and a Mk 14 gas system</s>. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)<br />
::Ok. I'll keep the EBR-RI image there though as that at least is the default barrel.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 02:47, 10 April 2023 (UTC)<br />
:::Actually, per the comment that I just added on BF2042's talk page, it turns out that the M14 w/ Sage chassis image that we currently have on IMFDB has a longer handguard (the gas system is the same on the M14 and Mk 14), but the chassis is actually available in the same shorter length as the Mk 14. As such, I guess that it would be more appropriate to identify the "EBR-14" as an M14 with a Sage chassis (I'll upload an appropriate reference image in a while). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:17, 26 April 2023 (UTC)<br />
<br />
== Should these be ignored or added? ==<br />
<br />
On a few maps (including Al Mazrah), there are destroyed M1A2 TUSK Abrams models. They have ports for M240C guns but no actual guns in them.<br />
[[File:Mwiidestroyedabrams1.jpg|none|400px|]]<br />
[[File:Mwiidestroyedabrams2.jpg|none|400px|]]<br />
Also, only on the MP map Taraq (doesn't appear in Warzone/Ground War versions of this map or anywhere else) there is a T-55 AM-2 model from MW2019. The machinegun port has a cover over it. <br />
[[File:Mwiit551.jpg|none|400px|]]<br />
[[File:Mwiit552.jpg|none|400px|]]<br />
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 08:46, 19 April 2023 (UTC)<br />
:I'd say no since the guns both aren't visible and since the tanks are static and are never seen using the coaxial MGs.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:53, 19 April 2023 (UTC)<br />
::They should. Guns being integrally fitted to a vehicle (where they can't be seen directly) are still known/understood to be present; their main cannons are guns as well and will also have their own designation (which I don't know off the top of my head). Same way if we had, say, an early-model Spitfire in a WWII game that wasn't seen to fire its Brownings, they should still be listed because they're known to be there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:28, 19 April 2023 (UTC)<br />
:::Yeah my thoughts too was based on previous pages where we would include weapons based on them being mounted on the real vehicles. <br />
[[File:Mwiisemtex2.jpg|none|400px|]]<br />
Also I noticed on other Call of Duty pages the Semtex Grenades were never added, so I'm wondering if they should be here or not since other fictional weapons were included. <br />
[[File:Mwiishockstick2.jpg|none|400px|]]<br />
In addition, the Shock Stick returned from BOII and still somewhat resembles the POMZ-2M anti-personnel mine. <br />
[[File:Mwiidrillcharge2.jpg|none|400px|]]<br />
The Drill Charge somewhat resembles the HHL-3 Hafthohlladung (and functions somewhat similarly).<br />
[[File:Mwiidecoy2.jpg|none|400px|]]<br />
[[File:Mwiisnapshot2.jpg|none|400px|]]<br />
I'm unsure what the Decoy Grenade resembles nor Snapshot Grenade (though I heard the Snapshot was based on a toy).<br />
<br />
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 05:45, 20 April 2023 (UTC)<br />
<br />
:We already have a few things like this at the top of the top page (Drill Charge and Snapshot) alongside other miscellaneous stuff and optics, so that's probably the best place for these. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:32, 20 April 2023 (UTC)<br />
::Ohh gotcha. So I'll add Semtex/Shock Stick there then. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:57, 21 April 2023 (UTC)<br />
<br />
== The remaining DLC weapons found in a datamine ==<br />
<br />
The shotgun coming in Season 4 Reloaded is the Tavor TS12. Besides the already known: Malyuk, APC 9, Kamas and STI 2011 the following weapons are also coming: falpha=FAMAS(burst), fecho=probably stands for Félin so a FAMAS(full auto), mkilo3=Minimi(the Bruen from MW19) and the ralpha=probably the Remington ACR. The WA 2000 seems to be removed. These are confirmed because they all got calling cards entries for the weapon masteries in the data. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:18, 17 June 2023 (UTC)<br />
:Well that's good news, especially looking forward to the 2011 (to have it for itself, and to free up some P220 custom save slots), both FA-MASs, and the Minimi. It's interesting they're apparently making them two separate rifles, instead of having the Félin upper tied to a barrel attachment and the gun's fire modes be auto/burst (like the game's MP5), but maybe they'll be easier to balance that way. How certain are we that "ralpha" is the ACR? It seems odd the devs would go out of their way to make the APC556 (of all things) cosplay an ACR in a couple places, just to add the actual thing later on. Not that they ''couldn't'' do that lol. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:27, 18 June 2023 (UTC)<br />
::yeah I taking some of those with a truckload of salt, the ACR seems unlikely as Alex said above. The Malyuk and FAMAS don't really fit the setting that much either.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:46, 18 June 2023 (UTC)<br />
:FAMAS and Minimi have had their soundbanks in the game since the beta (they're just MW19's sounds) so not really sure if they actually are being added, or if miscellaneous foley from their sound sets are being reused on other guns. Then again, the 500 Magnum also reused the 357's sounds in the beta as well. "fecho" is the only one with new sounds. [[User:Fine cuisine|Fine cuisine]] ([[User talk:Fine cuisine|talk]]) 06:35, 13 July 2023 (UTC)</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&diff=1590550Talk:Call of Duty: Modern Warfare II (2022)2023-07-13T06:35:44Z<p>Fine cuisine: /* The remaining DLC weapons found in a datamine */</p>
<hr />
<div>=Extraneous Images=<br />
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.<br />
<br />
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview. Prior to the Season One update, it is not possible to preview the weapon's 3D model akin to previous games, so a workaround was used to preview most of the weapons this way.]]<br />
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]<br />
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]<br />
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]<br />
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the bugged gunsmith preview screen.]]<br />
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]<br />
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]<br />
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]<br />
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]<br />
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]<br />
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the bugged gunsmith preview screen.]]<br />
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]<br />
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen.]]<br />
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]<br />
[[File:MW22 SCAR 17S.jpg|thumb|none|600px|The SSR lookalike in the loadout screen.]]<br />
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the old gunsmith preview screen.]]<br />
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text was really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle. This was later fixed, now the barrel is labeled as a 17.5.]]<br />
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]<br />
<br />
=Miscellaneous=<br />
==CBU-97 Sensor Fuzed Weapon==<br />
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the "Stealth Bomber" killstreak.<br />
<br />
=="Snapshot Grenade"==<br />
The fictional self flying disco ball inspired "Snapshot Grenade" returns from ''Modern Warfare''.<br />
<br />
=="Drill Charge"==<br />
The "Drill Charge" is a fictional device loosely resembling the Hafthohlladung magnet mine.<br />
<br />
=="Combat Knife"==<br />
The "Combat Knife" seems to be based on SOG knives, particularly SOG Pillar.<br />
<br />
==Container-Launched Missile System==<br />
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.<br />
<br />
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.<br />
<br />
==MK-12A==<br />
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the "Low Profile" spec ops mission.<br />
<br />
==MIM-23 Hawk==<br />
The MIM-23 Hawk surface-to-air missile system is featured in the "Denied Area" spec ops mission. It is misattributed as "Russian-made" when in reality it is of US origin.<br />
<br />
==Storm Shadow/AGM-154 JSOW hybrid==<br />
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.<br />
<br />
=Attachments=<br />
==Optics==<br />
===Aimpoint CompM2===<br />
A stylized Aimpoint CompM2 is featured as the "SZ Sro-7" ("SZ Reflex" in the beta).<br />
<br />
===Aimpoint Micro T-1===<br />
The Aimpoint Micro T-1 based "Aim-Op" from ''Modern Warfare'' was added with Season 1 as the "Aim Op-V4".<br />
<br />
===Colt Scope===<br />
The "Forge-Tac Delta 4" is based on the Colt Scope. <br />
<br />
==="Corvus Downrange-00"===<br />
A slightly altered DI Optical EG1.<br />
<br />
===Hensoldt ZF 6×42 PSG1===<br />
The "Lachmann Impact 9" is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 ("LM-S"), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for "ZF 6×42 PSG1", which while incorrect, does speak to developer intent.<br />
<br />
===SIG-Sauer ROMEO 3 MAX===<br />
The SIG-Sauer ROMEO 3 MAX based "Cronen LP945 Mini Reflex" from ''Modern Warfare'' returns as "Cronen Mini Red Dot".<br />
<br />
==="SZ Lonewolf Optic"===<br />
The "SZ Lonewolf Optic" is the EOtech style holographic sight stand in for MWII.<br />
<br />
===Leupold LCO===<br />
A slightly altered Leupold LCO red dot sight was added with Season 1 as the "SZ Battle Optic".<br />
<br />
==="Schlager 4X"===<br />
The "Schlager 4X" is based on the Hensoldt ZO 4x30i scope.<br />
<br />
==="Thermo-Optic X9"===<br />
The "Thermo-Optic X9" appears to be a stylized Steiner Optics CQT with some kind of magnifier.<br />
<br />
===Leupold HAMR===<br />
The Leupold HAMR based "Integral Hybrid" from ''Modern Warfare'' returns as "Hybrid Firepoint".<br />
<br />
===ELCAN SpectreDR===<br />
Appears as the "Cronen Zero-P Optic".<br />
<br />
===Vortex Venom Red Dot===<br />
The Vortex Venom Red Dot based "Solozero Optics Mini Reflex" from ''Modern Warfare'' returns as "SZ Mini".<br />
<br />
==="Cronen Mini Pro"===<br />
The "Cronen Mini Pro" is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.<br />
<br />
==="SZ Sigma-IV Optic"===<br />
The "SZ Sigma-IV Optic" seems to be loosely inspired by the Trijicon RMR.<br />
<br />
==="SZ Recharge-DX"===<br />
A slightly altered Trijicon SRS.<br />
<br />
===HoloSun HS510C===<br />
The HoloSun HS510C based "Operator Reflex Sight" from ''Modern Warfare'' returns as "XRK On-Point Optic".<br />
<br />
===Kobra Red Dot===<br />
The Kobra Red Dot based "Viper Reflex Sight" from ''Modern Warfare'' returns as "DF105 Reflex Sight". Its description correctly states that it is of Russian make.<br />
<br />
===Aimpoint ACRO P-1===<br />
A stylized Aimpoint ACRO P-1 is featured as the "SZ Minitac-40".<br />
<br />
===OKP-7===<br />
The OKP-7 based "Monocle Reflex Sight" from ''Modern Warfare'' returns as "Monocle CT90". Its description correctly states that it is of Russian origin.<br />
<br />
==="Corio RE-X Pro"===<br />
The "Corio RE-X Pro" resembles Meprolight M21 with control buttons from HoloSun HS510C.<br />
<br />
===BelOMO PK-AS-W===<br />
The BelOMO PK-AS-W based "APX5 Holographic Sight" from ''Modern Warfare'' returns as "Kazan-Holo". Its description states that it is of Russian origin rather than Belarussian.<br />
<br />
===1P29 Scope===<br />
The 1P29 Scope based "VLK 3.0x Optic" from ''Modern Warfare'' returns as "VLK 4.0 Optic". Its description correctly states that it is of Russian origin and has 4x magnification.<br />
<br />
===Trijicon ACOG===<br />
A stylized Trijicon ACOG is featured as the "SZ Bullseye Optic".<br />
<br />
===Zeiss Z-Point===<br />
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the "Corvus SOL-76".<br />
<br />
===Leupold Mark 6===<br />
A stylized Leupold Mark 6 appears as the "Luca Field-6", added alongside the SR-25 ("Tempus Torrent").<br />
<br />
==Muzzle devices==<br />
===Dead Air Odessa-9===<br />
The "Forge DX90-F" is a slightly visually altered Dead Air Silencers Odessa-9.<br />
<br />
===OSS HELIX HX 762 Suppressor===<br />
The "Forge-Tac Dreadnaught Suppressor" appears to be an OSS HELIX HX 762 Suppressor.<br />
<br />
===Rugged Suppressors Obsidian===<br />
The "CN30 Suppressor" is a Rugged Suppressors Obsidian pistol silencer.<br />
<br />
===SOCOM556 MINI2 Suppressor===<br />
The "Echoline GS-X Suppressor" is a stylized SureFire SOCOM556 MINI2 Suppressor.<br />
<br />
===Silencerco Osprey 45===<br />
The "FT Steelfire" is based on the Silencerco Osprey.<br />
<br />
===SureFire Warden===<br />
Appears as the "Corvus Slash Gen. 2" flash hider.<br />
<br />
===SureFire Warcomp===<br />
The "TZL-90 V3" is a SureFire Warcomp three prong flash hider.<br />
<br />
==Grips==<br />
==="D15 Grip"===<br />
The "D15 Grip" is loosely based on Stark Equipment grips.<br />
<br />
==="Sakin ZX Grip"===<br />
The "Sakin ZX Grip" appears to be a combination of Hera Arms and Magpul grips.<br />
<br />
==="Phantom Grip"===<br />
The "Phantom Grip" is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.<br />
<br />
==="Support CP90 Grip"===<br />
The "Support CP90 Grip" is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.<br />
<br />
==="Ivanov ST-70 Grip"===<br />
Loosely based on the ZenitCo RK-3 AK pistol grip.<br />
<br />
==Magazines & Ammunition==<br />
===MG15 Saddle Drum (modified)===<br />
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the "50-Round Drum". Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].<br />
<br />
===SureFire MAG5-60===<br />
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.<br />
<br />
===Magpul PMAG-40===<br />
The 40 round magazine for the SCAR-L is a stylized PMAG-40.<br />
<br />
===45 round STANAG===<br />
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.<br />
<br />
===G2 Research R.I.P. 9mm===<br />
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the "9mm Frangible".<br />
<br />
==Lasers==<br />
==="Corvus PEQ Beam-5"===<br />
The "Corvus PEQ Beam-5" appears to be a stylized Wilcox Raid X.<br />
<br />
==="FSS Ole-V Laser"===<br />
The "FSS Ole-V Laser" appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.<br />
<br />
==="Corio Laz-44 V3"===<br />
The "Corio Laz-44 V3" appears to be a stylized B.E. Meyers MAWL.<br />
<br />
==="SZ 1MW PEQ"===<br />
The "SZ 1MW PEQ" appears to be a stylized AN/PEQ-15.<br />
<br />
==="STOVL DR Laser Box"===<br />
The "STOVL DR Laser Box" appears to be a stylized ZenitCo Perst-3.<br />
<br />
==="DXS Flash 90"===<br />
The "DXS Flash 90" appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.<br />
<br />
==="Schlager PEQ Box IV"===<br />
The "Schlager PEQ Box IV" is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.<br />
<br />
==="DZM-1000 L"===<br />
The "DZM-1000 L" is a stylized SureFire X400 Ultra WeaponLight.<br />
<br />
==="FTac Grimline Laser"===<br />
The "FTac Grimline Laser" is a stylized B.E. Meyers DIAL 100G.<br />
<br />
==="XTEN Sidearm-L400"===<br />
The Steiner DBAL-PL based "5mw Laser" from Modern Warfare returns as "XTEN Sidearm-L400" albeit with some alterations.<br />
<br />
=Discussion=<br />
==P220==<br />
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the "weapon family" system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)<br />
<br />
==PK and AK on Farm 18==<br />
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)<br />
<br />
==The Benelli==<br />
Since I figure this'll be a point of discussion later on: I think the "Expedite 12" (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)<br />
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)<br />
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)<br />
<br />
== Identifying the "FTac Recon" ==<br />
<br />
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the "XRK M4" blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)<br />
:Bit of info: the internal name of this weapon is "br_msecho". --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)<br />
<br />
== Referring to the G3 family as civilian versions ==<br />
<br />
I feel that "no paddle release means civilian" is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing "real" props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just "no paddle". The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the "standard" way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''"Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern"'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)<br />
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)<br />
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])<br />
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)<br />
<br />
== Launch weapon count ==<br />
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)<br />
<br />
== Boney Hadger ==<br />
<br />
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)<br />
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)<br />
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)<br />
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)<br />
The weapon appears to have been cut from the final release. I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it. The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)<br />
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)<br />
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)<br />
<br />
==COD 2024 leaked weapon list==<br />
<br />
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.<br />
<br />
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg<br />
<br />
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)<br />
<br />
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.<br />
<br />
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:<br />
<br />
AR = Assault Rifle<br />
BR = Battle Rifle<br />
DM = Marksman Rifle<br />
LM = Light Machine Gun<br />
PI = Pistol<br />
SH = Shotgun<br />
SM = Submachine Gun<br />
SN = Sniper Rifle<br />
ME = Melee<br />
LA = Launcher<br />
<br />
ArmaLite platform:<br />
<br />
AR: Colt Model 723<br />
<br />
DM: M16<br />
<br />
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)<br />
<br />
SN: SR-25<br />
<br />
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.<br />
<br />
AK-74 platform:<br />
<br />
AR: AK-74<br />
<br />
SM: Gepard PDW(obscure prototype)<br />
<br />
LM: PU-21(obscure prototype, belt or magazine-fed)<br />
<br />
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)<br />
<br />
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.<br />
<br />
SIG platform:<br />
<br />
AR: SIG SG 550<br />
<br />
BR: SIG SG 542<br />
<br />
SM: FAMAE SAF<br />
<br />
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.<br />
<br />
CETME&HK platform:<br />
<br />
AR: CETME Model L<br />
<br />
BR: CETME Model C<br />
<br />
SM: MP5<br />
<br />
*Model L is new to COD. Funny how you can make a H&K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).<br />
<br />
FAL platform:<br />
<br />
BR: FN FAL<br />
<br />
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure<br />
<br />
SM: IMBEL MD1(obscure prototype)<br />
<br />
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)<br />
<br />
AS Val platform:<br />
<br />
AR: AS Val<br />
<br />
SM: SR-3 Vikhr<br />
<br />
*Vintorez will be just an attachment variant, it seems.<br />
<br />
Kulspruta platform:<br />
<br />
LM: Ksp 58(6.5x55 mm)<br />
<br />
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)<br />
<br />
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.<br />
<br />
PGM platform:<br />
<br />
SN: PGM Ultima Ratio<br />
<br />
SN: PGM Hécate II<br />
<br />
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.<br />
<br />
Dragunov platform:<br />
<br />
SN: SVD Dragunov<br />
<br />
DM: SVU Dragunov<br />
<br />
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). <br />
<br />
Mossberg platform:<br />
<br />
SH: Mossberg 500<br />
<br />
SH: Bullpup Mossberg 500<br />
<br />
*Bullpup will debut in a COD game.<br />
<br />
Break-Action Shotgun platform:<br />
<br />
SH: CBC Model SB(single barrel)<br />
<br />
SH: Rottweil Skeet Olympia 72(over-under double barrel)<br />
<br />
*Finally the actual Olympia will be in a COD game.<br />
<br />
Grendel platform:<br />
<br />
PI: Grendel P30(.22 Winchester Magnum Rimfire)<br />
<br />
SM: Grendel R31(converted to full-auto)<br />
<br />
*Cool choice and caliber.<br />
<br />
USP platform:<br />
<br />
PI: H&K USP(9x19mm)<br />
<br />
PI: H&K USP(.40 S&W)<br />
<br />
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.<br />
<br />
Makarov platform:<br />
<br />
PI: Makarov PM<br />
<br />
PI: Stechkin APS<br />
<br />
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.<br />
<br />
Melee platform:<br />
<br />
ME: Knife<br />
<br />
Panzerfaust platform:<br />
<br />
LA: Panzerfaust 3<br />
<br />
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?<br />
<br />
So, for now we have:<br />
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total<br />
<br />
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.<br />
<br />
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)<br />
<br />
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)<br />
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the "No bootleg" policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)<br />
<br />
:I am really concerned that they would "stylize" some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)<br />
<br />
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)<br />
<br />
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)<br />
<br />
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)<br />
<br />
== Magfed Mossberg ==<br />
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)<br />
<br />
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)<br />
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)<br />
<br />
:::To further confirm, the Bryson 890's internal name is "'''mv'''iktor" which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)<br />
<br />
==Viewing weapons in gunsmith==<br />
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)<br />
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly "pro" players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)<br />
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)<br />
<br />
==The "AK-74M" railed handguard dissected==<br />
Gonna put this here due to being too much for the "summary" section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this "AK-74M"-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)<br />
<br />
== MRAD named "Victus XMR" ==<br />
<br />
I don't have the game, so I want to ask, ''where'' is the name "Victus XMR" used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)<br />
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)<br />
<br />
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission "Recon By Fire". The rifle still shows as "Victus XMR" instead of "MCPR-300" so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)<br />
<br />
==M16 ID==<br />
The supposed "M16A3" ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both "M16A2" ''and'' "Auto" at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either "M16A4 with incorrect and inconsistent markings" (the better option), or if we want to be exceptionally pedantic "M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking". But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the "Auto" text above the "M16A2" text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)<br />
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated "M16A3" or was colloquially marketed as such). Plus, it isn't a goof to see "M16A2" and "Auto" markings simultaneously, since M16A3s manufactured by Colt have been marked "M16A2" on the receiver (while other manufacturers like FN apparently did use "M16A3" markings). Now, if the devs later decide to fix the "Auto" marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)<br />
::I changed the section's title to "Colt Model 901" to prevent confusion, in case the M16A3 designation turns out not to be really the proper one for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])<br />
<br />
== HK Machinegun variants ==<br />
<br />
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)<br />
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]<br />
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]<br />
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]<br />
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)<br />
<br />
== Slimeline Pro is possibly a SM26013 ==<br />
<br />
This is possibly the closest thing I can find<br />
<br />
https://www.midwayusa.com/product/1020040977<br />
<br />
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)<br />
<br />
==FA-MAS in loading screens==<br />
Might be worth adding to the unusable weapons list, the "Triple Threat" and "Wading" loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)<br />
<br />
==9mm M4 in the current Shoot The Ship playlist tile==<br />
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)<br />
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)<br />
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)<br />
<br />
== Remaining upcoming DLC weapons have been datamined ==<br />
<br />
iw9_me_sword02 - another kind of sword<br />
<br />
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)<br />
<br />
iw9_sn_india - M200 Intervention<br />
<br />
iw9_pi_tango9 - Tec-9<br />
<br />
iw9_ar_helima - Springfield Hellion<br />
<br />
iw9_sm_acharlie45 - APC 45<br />
<br />
iw9_sh_tsierra - Tavor TS12<br />
<br />
iw9_sn_walpha - WA 2000<br />
<br />
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)<br />
<br />
iw9_ar_malima - Malyuk<br />
<br />
iw9_sm_acharlie9 - APC 9<br />
<br />
iw9_me_kamas - Kamas(Japanese sickles)<br />
<br />
iw9_me_kalisticks- Kali Sticks<br />
<br />
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)<br />
<br />
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)<br />
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)<br />
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called "Serval" in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)<br />
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)<br />
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in "6.8 Wrath", which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:04, 3 April 2023 (UTC)<br />
::::::"6.8 Wrath" is most definitely intended to be .277 Fury / 6.8x51mm, I just wish all the fake gun names were this on the nose about it. And there really wouldn't be any reason to rechamber the M200 in this cartridge if we weren't also getting the Spear, so that'll definitely come too. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:30, 3 April 2023 (UTC)<br />
:::::::Well... the S3 content has been officially revealed today. The cool thing is that it does include an NGSW rifle, but kinda disappointingly it's not the SPEAR, but the RM277. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:31, 6 April 2023 (UTC)<br />
::::::::Neat. It may not fit into the existing platform, but I do think it's the most interesting of the three program rifles. On another note, the main blog also mentions another full-auto pistol mid-season (in addition to the TEC-9), which is described as "high-calibre" and "modified to full-auto". Maybe the 2011? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:34, 6 April 2023 (UTC)<br />
::::::::: The "high-calibre" and "modded to full-auto" seems to refer to the full-auto Desert Eagle, the "GS Magna", that was accidentally revealed in a Japanese announcement. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:22, 3 May 2023 (UTC)<br />
<br />
== EBR-14 ==<br />
<br />
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?<br />
[[File:MWII EBR-14 Reciever.jpg|none|600px]]<br />
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)<br />
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis <s>and a Mk 14 gas system</s>. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)<br />
::Ok. I'll keep the EBR-RI image there though as that at least is the default barrel.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 02:47, 10 April 2023 (UTC)<br />
:::Actually, per the comment that I just added on BF2042's talk page, it turns out that the M14 w/ Sage chassis image that we currently have on IMFDB has a longer handguard (the gas system is the same on the M14 and Mk 14), but the chassis is actually available in the same shorter length as the Mk 14. As such, I guess that it would be more appropriate to identify the "EBR-14" as an M14 with a Sage chassis (I'll upload an appropriate reference image in a while). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:17, 26 April 2023 (UTC)<br />
<br />
== Should these be ignored or added? ==<br />
<br />
On a few maps (including Al Mazrah), there are destroyed M1A2 TUSK Abrams models. They have ports for M240C guns but no actual guns in them.<br />
[[File:Mwiidestroyedabrams1.jpg|none|400px|]]<br />
[[File:Mwiidestroyedabrams2.jpg|none|400px|]]<br />
Also, only on the MP map Taraq (doesn't appear in Warzone/Ground War versions of this map or anywhere else) there is a T-55 AM-2 model from MW2019. The machinegun port has a cover over it. <br />
[[File:Mwiit551.jpg|none|400px|]]<br />
[[File:Mwiit552.jpg|none|400px|]]<br />
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 08:46, 19 April 2023 (UTC)<br />
:I'd say no since the guns both aren't visible and since the tanks are static and are never seen using the coaxial MGs.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:53, 19 April 2023 (UTC)<br />
::They should. Guns being integrally fitted to a vehicle (where they can't be seen directly) are still known/understood to be present; their main cannons are guns as well and will also have their own designation (which I don't know off the top of my head). Same way if we had, say, an early-model Spitfire in a WWII game that wasn't seen to fire its Brownings, they should still be listed because they're known to be there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:28, 19 April 2023 (UTC)<br />
:::Yeah my thoughts too was based on previous pages where we would include weapons based on them being mounted on the real vehicles. <br />
[[File:Mwiisemtex2.jpg|none|400px|]]<br />
Also I noticed on other Call of Duty pages the Semtex Grenades were never added, so I'm wondering if they should be here or not since other fictional weapons were included. <br />
[[File:Mwiishockstick2.jpg|none|400px|]]<br />
In addition, the Shock Stick returned from BOII and still somewhat resembles the POMZ-2M anti-personnel mine. <br />
[[File:Mwiidrillcharge2.jpg|none|400px|]]<br />
The Drill Charge somewhat resembles the HHL-3 Hafthohlladung (and functions somewhat similarly).<br />
[[File:Mwiidecoy2.jpg|none|400px|]]<br />
[[File:Mwiisnapshot2.jpg|none|400px|]]<br />
I'm unsure what the Decoy Grenade resembles nor Snapshot Grenade (though I heard the Snapshot was based on a toy).<br />
<br />
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 05:45, 20 April 2023 (UTC)<br />
<br />
:We already have a few things like this at the top of the top page (Drill Charge and Snapshot) alongside other miscellaneous stuff and optics, so that's probably the best place for these. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:32, 20 April 2023 (UTC)<br />
::Ohh gotcha. So I'll add Semtex/Shock Stick there then. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:57, 21 April 2023 (UTC)<br />
<br />
== The remaining DLC weapons found in a datamine ==<br />
<br />
The shotgun coming in Season 4 Reloaded is the Tavor TS12. Besides the already known: Malyuk, APC 9, Kamas and STI 2011 the following weapons are also coming: falpha=FAMAS(burst), fecho=probably stands for Félin so a FAMAS(full auto), mkilo3=Minimi(the Bruen from MW19) and the ralpha=probably the Remington ACR. The WA 2000 seems to be removed. These are confirmed because they all got calling cards entries for the weapon masteries in the data. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:18, 17 June 2023 (UTC)<br />
:Well that's good news, especially looking forward to the 2011 (to have it for itself, and to free up some P220 custom save slots), both FA-MASs, and the Minimi. It's interesting they're apparently making them two separate rifles, instead of having the Félin upper tied to a barrel attachment and the gun's fire modes be auto/burst (like the game's MP5), but maybe they'll be easier to balance that way. How certain are we that "ralpha" is the ACR? It seems odd the devs would go out of their way to make the APC556 (of all things) cosplay an ACR in a couple places, just to add the actual thing later on. Not that they ''couldn't'' do that lol. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:27, 18 June 2023 (UTC)<br />
::yeah I taking some of those with a truckload of salt, the ACR seems unlikely as Alex said above. The Malyuk and FAMAS don't really fit the setting that much either.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:46, 18 June 2023 (UTC)<br />
:FAMAS and Minimi have had their soundbanks in the game since the beta (they're just MW19's sounds) so not really sure if they actually are being added, or if miscellaneous foley from their sound sets are being reused on other guns. Then again, the 500 Magnum also reused the 357's sounds in the beta as well. "fecho" is the only one with new sounds.</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Talk:Battlefield_4&diff=1571541Talk:Battlefield 42023-04-17T08:56:20Z<p>Fine cuisine: /* AN/PEQ-2 ITPIAL */</p>
<hr />
<div>= Attachments =<br />
== Optics ==<br />
=== Aimpoint 3XMag ===<br />
The Aimpoint 3XMag magnifier appears as the "Magnifier". It can be equipped alongside all of the unmagnified optical attachments, and the player can toggle the magnifier on and off at will. It is not available to weapons under the "PDW" category.<br />
<br />
=== AN/PAS-13D V1 ===<br />
The AN/PAS-13D V1 thermal scope returns from BF3 as the "IRNV". Unlike in BF3, there is only one version of the AN/PAS-13D; it has 1x magnification and a reticle that is universal for all weapons it can be equipped on. It also now boasts an integrated range finder.<br />
<br />
=== ATN ThOR-320 ===<br />
The ATN ThOR-320 thermal scope appears as the "FLIR" and is only unlockable by opening battlepacks. This sight differs from the existing AN/PAS-13D V1 sight through its use of black & white (cold & hot, respectively) imaging versus the latter's green & yellow imaging, as well as its 2x magnification. It has an integrated range finder.<br />
<br />
=== JH-406/Yagnob HD 106 ===<br />
A reflex sight based on either the Chinese JH-406 or Russian Yagnob HD 106 appears as the "Coyote" and acts as the Chinese counterpart to the RX01 and the EKP-8-18.<br />
<br />
=== Delta Titanium 3-24x56 ===<br />
The Delta Titanium 3-24x56 appears as the "Hunter". It is exclusive to sniper rifles, and is only unlocked through battlepacks.<br />
<br />
=== BelOMO PK-AS-W ===<br />
The BelOMO PK-AS-W returns from BF3 as the "PKA-S", once again being erroneously treated as a holographic sight. Early release builds of BF4 showed the PK-AS reticle as a red dot with a red outer ring much like in BF3, but this was corrected post-launch to use a black outer ring. <br />
<br />
=== BelOMO PK-AW ===<br />
The BelOMO PK-AW returns from BF3 once again as the "PK-A", once again incorrectly depicted as a magnified optic and counterpart to the M145 and the SIGTAC CP1. While BF3 used an incorrect chevron reticle, BF4 takes it to the next level by replacing the chevron with a segmented EOTech-esque reticle bordered with black lines in various vertical and horizontal arrangements; the PK-A should be using a simple dot reticle.<br />
<br />
=== ELCAN M145 MGO ===<br />
The ELCAN M145 MGO appears as the "M145". The M145 is once depicted with the M4 ballistic reticle instead of the more common M240/249 reticle.<br />
<br />
=== EOTech 552 ===<br />
The EOTech 552 appears as the "HOLO", as the counterpart to the PK-AS-W and the Truglo Tru-Brite. Interestingly, the EOTech 552 uses a drop-compensating reticle.<br />
<br />
The EOTech 552 model appears to be an updated version of the one seen in [[Medal of Honor (2010)|2010's Medal of Honor]].<br />
<br />
=== Ghost Ring Sights ===<br />
Ghost Ring Sights appear as an attachment for handguns and the Serbu Super Shorty.<br />
<br />
=== JGBG M7 ===<br />
The JGBG M7 appears as the "JGM-4" and acts as the Chinese counterpart to the TA31 ACOG and the PSO-1.<br />
<br />
=== Kobra EKP-8-18 ===<br />
The Kobra EKP-8-18 returns from BF3 as the "Kobra", once again as a counterpart to the RX01 and the Coyote sights.<br />
<br />
=== Leupold Deltapoint ===<br />
The Leupold Deltapoint appears as the "Delta" and is exclusive to handguns and the Serbu Super Shorty. In early release builds of the game, the Deltapoint used a triangle reticle; this has since been replaced with a simple red dot.<br />
<br />
=== NPZ/Izhmash PSO-1 ===<br />
The PSO-1 returns from BF3, once agian depicted with a Weaver/Picatinny rail mounting bracket the likes of the game's PK-A sight. The PSO-1 acts as a counterpart to the TA31 ACOG and the JGBG M7.<br />
<br />
The chopped PSO-1-based optics mount for AK-type rifles also returns; it appears when optics are equipped on the AEK-971, AN-94, AS Val, RPK, M59/66, and Saiga-12K.<br />
<br />
=== PKS-07 ===<br />
The PKS-07 returns from BF3, with a similarly inaccurate model. The PKS-07 appears as the default scope for the JNG-90 and SV-98.<br />
<br />
=== SIGTAC CP1 Prismatic ===<br />
The SIGTAC CP1 Prismatic appears as the "PRISMA", and acts as the Chinese counterpart to the M145 and the PK-AW.<br />
<br />
=== Surefire Rapid Transition Sights ===<br />
The Surefire RTS appear as the "Canted Ironsights". The Surefire RTS model was ported from Medal of Honor: Warfighter. Canted iron sights can be equipped alongside any optical attachment. Unlike the Aimpoint 3XMag, players are able to transition from optics to the canted sights without having to stop aiming down sights; the canted sights are also usable on weapons under the "PDW" category.<br />
<br />
Before a patch, players were able to equip the Surefire RTS on weapons with iron sights equipped. On certain weapons like the FAMAS Valorisé, it would result in the sight picture of the iron sights being completely blocked by the mount for the canted iron sights. After the patch, players must equip an optical attachment to equip the canted sights.<br />
<br />
=== Trijicon RMR ===<br />
The Trijicon RMR appears as the "Mini" and is exclusive to handguns and the Serbu Super Shorty.<br />
<br />
=== Trijicon RX01 ===<br />
The Trijicon RX01 appears as the "Reflex" and acts as a counterpart to the Kobra and Coyote sights.<br />
<br />
=== Trijicon ACOG ===<br />
==== Trijicon ACOG TA31 ====<br />
The Trijicon ACOG TA31 appears as the "ACOG". It acts as a counterpart to the PSO-1 and JGBG M7.<br />
<br />
==== Trijicon ACOG TA648-308 ====<br />
The Trijicon ACOG TA648-308 appears as the "CL6X". The TA648 model is a modified version of the TA648 in Medal of Honor: Warfighter. It rather bizarrely acts as the default scope for the Chinese sniper rifles.<br />
<br />
=== Truglo Tru-Brite ===<br />
The Truglo Tru-Brite appears as the "HD-33", erroneously treated as a holographic sight; likewise, it rather bizarrely acts as the Chinese counterpart to the EOTech 552 and PK-AS-W.<br />
<br />
=== Troy Battle Sights ===<br />
The Troy Battle Sights appear as the default iron sights for multiple weapons with multiple variations.<br />
*Troy Battle Sights with the "HK-style" front post appear as the default sights for the CZ-805, CS/LR3, M40A5, JNG-90, L115A3, GOL Sniper Magnum, CS5, RFB Hunter. <br />
*Troy Battle Sights with the M4/M16 profile front post appear as the default sight for the SRSS Bulldog, CS/LR4, Steyr Elite, DT SRS, M98B, FD338, ACR, SR-25.<br />
*Troy Battle Sights with only the rear sight appear as the default sight for the IWI X95.<br />
<br />
=== US Optics SN-8 1-8x ===<br />
The US Optics SN-8 1-8x appears as the "Rifle Scope". The model as been ported from Medal of Honor: Warfighter, and is identical to Warfighter's model except for some extra details baked into the normal map such as the blue stripe near the rear end of the scope. It is the default scope for the western sniper rifles.<br />
<br />
Numerous attempts have been made in what appears to be a shoddy attempt at mocking up the optic to look like the VisionKing VS1.5-5x30QZ riflescope. For starters, every reference to the asset within the game engine refers to it as the "Visionking", which is the name of the manufacturers of the aforementioned optic. The blue stripe towards the rear end of the scope is likely attempting to replicate the [https://sc02.alicdn.com/kf/HTB1t.39FpXXXXajbpXXq6xXFXXXe/200573057/HTB1t.39FpXXXXajbpXXq6xXFXXXe.jpg_.webp manufacturer's logo] found on the real deal; likewise, the same case is applicable for [https://sc02.alicdn.com/kf/HTB1Q6gRFXXXXXXAcVXXq6xXFXXXl/200573057/HTB1Q6gRFXXXXXXAcVXXq6xXFXXXl.jpg the markings on the scope adjustment knobs]. Finally, the textures refer to the optic as the "Visionzone 1.5-5x". Almost every informative source on Battlefield 4 has misidentified the optic as the VisionKing VS1.5-5x30QZ at some point, including IMFDB.<br />
<br />
=== Schmidt & Bender/Premier Reticles 3-12x50 USMC M8541 ===<br />
The Schmidt & Bender/Premier Reticles 3-12x50 USMC M8541 appears in game as the "Ballistic Scope". It is unlocked through battlepacks, and is exclusive to the sniper rifles and the Marlin Model 1894.<br />
<br />
== Foregrips ==<br />
=== Command Arms FVG5 ===<br />
The CAA FVG5 appears as the "Folding Grip". The grip is statically identical to the Magpul AFG. It can only be unlocked through battlepacks.<br />
<br />
=== FAB Defense REG ===<br />
The FAB Defense REG appears as the "Ergo Grip". <br />
<br />
The effects of the Ergo Grip (and by extension, the Vertical Grip) attachment are automatically applied to the "DAO-12" shotgun and the SR-2M submachine gun.<br />
<br />
=== FAB Defense MIKI ===<br />
The FAB Defense MIKI appears as the "Potato Grip". It is modified and has the flashlight mounting section removed (though the rear open hole is still present). The grip statistically identical to the KAC-esque Stubby Grip. It can only be unlocked through battlepacks.<br />
<br />
=== Magpul AFG ===<br />
The Magpul AFG appears as the "Angled Grip".<br />
<br />
=== KAC Forward Pistol Grip ===<br />
What appears to be a stubbier version of the KAC Forward Pistol Grip appears as the "Stubby Grip".<br />
<br />
=== Tango Down Vertical Foregrip ===<br />
The Tango Down Vertical Foregrip appears as the "Vertical Grip". The grip is statistically identical to the FAB Defense REG. It can only be unlocked through battlepacks.<br />
<br />
The grip is also permanently attached to the MGL Mk 1S grenade launcher.<br />
<br />
== Bipod ==<br />
=== Harris Bipod ===<br />
The Harris Bipod returns from BF3 as the universal bipod model for most primary weapons.<br />
<br />
Some weapons, such as the FAMAS Valorisé, Steyr Elite, and most machine guns have their own unique bipod models<br />
<br />
== Laser Sights & Flashlights ==<br />
=== AN/PEQ-2 ITPIAL ===<br />
The AN/PEQ-2 appears as the "Laser Sight" for the majority of primary weapons. It functions as a generic visible laser emitter, contrary to the real PEQ-2 which does not have a visible laser output.<br />
<br />
=== AN/PEQ-11 ===<br />
An AN/PEQ-11 with a fictional rear display appears as the "Range Finder". It is exclusive to the sniper rifles.<br />
<br />
=== AN/PEQ-14 ILWLP ===<br />
The AN/PEQ-14 appears as the "Green Laser Sight" for the majority of primary weapons.<br />
<br />
=== AN/PEQ-15 ATPIAL ===<br />
The AN/PEQ-15 appears as the "Laser/Light Combo" for the majority of primary weapons.<br />
<br />
=== Generic Tubular Laser Sight ===<br />
A generic tubular micro laser sight appears as the "Laser Sight" and "Green Laser Sight" for handguns.<br />
<br />
=== Surefire X300 ===<br />
The Surefire X300 flashlight erroneously appears as the "Tri-Beam Laser" attachment for pistols.<br />
<br />
=== SureFire X400 ===<br />
The SureFire X400 Ultra WeaponLight appears as the "Laser/Light Combo" for the handguns.<br />
<br />
=== PentagonLight MS3R-X-SR ===<br />
The PentagonLight MS3R-X-SR weaponlight is featured as the "Flash Light" and appears to reuse the same model from ''[[Battlefield 3]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''. Available to every primary weapon.<br />
<br />
=== Tactical Light ===<br />
Make/model unknown. Available to every primary weapon. Battlepack unlock only. Differs from the traditional flashlight in its operation; the Tactical Light only turns on when the player aims down sights.<br />
<br />
= Discussion =<br />
== Leaks ==<br />
<br />
http://www.overclock.net/t/1375494/neogaf-leaked-bf4-screens<br />
Looks like M249E3 and M4(?) with MoH:WF influence.<br />
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:44, 26 March 2013 (EDT)<br />
<br />
== 17-minute gameplay ==<br />
<br />
The first 17 minutes of gameplay have been released now. I've added myself some guns in the page and if someone thinks some guns are wrong, feel free to change it since I'm still a novice when it comes to identify guns in games. [[User:Santos|Santos]] ([[User talk:Santos|talk]]) 10:26, 27 March 2013 (EDT)<br />
<br>http://www.youtube.com/watch?v=U8HVQXkeU8U<br />
<br />
== Shorty shotgun ==<br />
<br />
The shorty shotgun could also be the same breacher-configured 870 MCS from ''Warfighter''. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:03, 27 March 2013 (EDT)<br />
<br />
== M249E3 Para SAW / Mk 46 Mod 0 Hybrid ==<br />
<br />
Do you guys think that the machine gun Irish is carrying it's actually a hybrid between a M249E3 Para SAW and a Mk 46 Mod 0? I've watched the gameplay video a couple times and I can't really see it the machine gun has a STANAG well under the belt to see that is a cross between the two weapons. For the time being I just added the machine gun to the page as an Mk 46 Mod 0, although I'm not sure if you can change its fixed stock for a collapsible and still call it an Mk 46 Mod 0. Here is a picture to take a look that I took from the Battlefield 4 site. [[User:Santos|Santos]] ([[User talk:Santos|talk]]) 09:17, 29 March 2013 (EDT)<br><br />
[[File:bf4 m249.jpg|thumb|400px|none|]]<br />
:It has a conventional M249 barrel and carry handle, both things lacked by the MK46. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 12:13, 29 March 2013 (EDT)<br />
::The Mod 1 variant restores the carry handle and barrels are interchangeable. The only telling features that distinguish an M249 from a Mk 46 are the magazine well (which we can't determine since no images of the left side of the gun are provided) and the vehicle mounting lug, which the in-game gun noticeably lacks. This could very well be a true Mk 46, for once. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:13, 30 March 2013 (EDT)<br />
<br />
:Also on the picture above Pac has an M4A1, it's seen in the gamplay trailer too. --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 03:29, 4 April 2013 (EDT)<br />
<br />
== Vehicle Mounted HMG ==<br />
<br />
At 6.58 in the gameplay video, when Record engages the buggy with the Serbu Super Shorty, you see the HMG mounted above it. Is it a Dushka?<br />
I'm rubbish with the whole screen-shot thing so I won't attempt that. It has just been bothering me. Thanks. --[[User:Ritch|Ritch]] ([[User talk:Ritch|talk]]) 05:47, 30 March 2013 (EDT)<br />
<br />
It's most likely a Kord HMG, just guessing from Russian vehicle armorments in previous games.--[[User:AK-74Fan|AK-74Fan]] ([[User talk:AK-74Fan|talk]]) 12:01, 30 March 2013 (EDT)<br />
<br />
Ahh right thanks! I have to admit, I am absolute rubbish at ID-ing HMG's. --[[User:Ritch|Ritch]] ([[User talk:Ritch|talk]]) 10:52, 31 March 2013 (EDT)<br />
<br />
== Have they learned their lessons from Battlefield 3? ==<br />
<br />
Looking over the BF3 discussion page, I'm driven to wonder if DICE has learned their lessons from BF3's lifetime and are going to make this game better (at least with respect to emulating real-life firearms). I'd like to think they will--this website's popularity is rising, so more people are aware of DICE's shortcomings when it comes to realistic firearms than before. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 14:24, 30 March 2013 (EDT)<br />
<br />
This could be because I'm SP-centric (and BF3 has been shelved since ''Warfighter'' came out), but the only weapon-related "shortcoming" I felt BF3 had was the use of M240Bs and so-called "M16A3s" (which I still have yet to see convincing proof is a flat top receiver when all the ''official'' sources say it's the same thing it was when first adopted--a fixed carry handle A2 upper) by the Marines. MP probably has more I'm either unaware of or have forgotten, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:04, 30 March 2013 (EDT)<br />
<br />
:This is a pic of an M16A3 built under license by FN, I imagine that one could just slap an A4 upper on it and you have a flattop AR: [http://i1239.photobucket.com/albums/ff502/augeekim/untitled5cb1.jpg M16A3] --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 11:08, 31 March 2013 (EDT)<br />
<br />
::I've seen that one before. Changing a major component like that makes it ''not'' an M16A3 because it doesn't adhere to the military's A3 specification, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 09:33, 3 April 2013 (EDT)<br />
<br />
:Gonna have to agree. DICE have been very accurate with weapon characteristics in BF3, give or take a few things. In comparison to other FPS, BF3 already stood head and shoulders above. Fire selectors and bolt releases were missing, along with certain Only Warfighter has had the hyper-realism I've always been looking for (except for AK variants, but I don't mind >.>), and I'm sure DICE will bring at least some of that back into BF4. --[[User:Wahsahbi|Wahsahbi]] ([[User talk:Wahsahbi|talk]]) 20:45, 11 June 2013 (EDT)<br />
<br />
== More weapons shown ==<br />
<br />
Some new pics show the weapon loadout screens but they're watermarked to hell and back.<br />
<br />
http://i.imgur.com/Ef1eymph.jpg<br />
http://i.imgur.com/m6NUETrh.jpg<br />
<br />
CZ-805<br />
<br />
Beretta M9<br />
<br />
Scorpion EVO A3<br />
<br />
Magpul PDR-C<br />
<br />
QBZ-95<br />
<br />
Type 88 LMG<br />
<br />
QSZ-92<br />
<br />
SV-98<br />
<br />
QBU-88<br />
<br />
<br />
Scout Elite<br />
<br />
Ultimax 100 Mk5<br />
[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 06:00, 9 June 2013 (EDT)<br />
<br />
<br />
The Czechnology seems to be getting around.But oh great, 4 classes...again. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:24, 9 June 2013 (EDT)<br />
<br />
:I don't know about you, but I think it would be hard to snipe with no arms. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 21:59, 9 June 2013 (EDT)<br />
<br />
The Ak5c and the Saiga can be added to the page right now. They are seen in the new "Angry Sea" video. I also caught a fleeting glimpse of what looked to be the H&K XM25 launcher during the E3 live stream. [[User:GLOCK10mm|GLOCK10mm]] ([[User talk:GLOCK10mm|talk]]) 17:15, 10 June 2013 (EDT)<br />
<br />
I think the Magpul PDR-C is just a placeholder for the Scorpion EVO A3--[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 12:50, 12 June 2013 (EDT)<br />
<br />
== E3 footage ==<br />
<br />
Now that EA has shown some new footage of Battlefield 4 during this year E3, some new weapon appear on the video. [[User:Santos|Santos]] ([[User talk:Santos|talk]]) 15:26, 13 June 2013 (EDT)<br />
<br />
<br />
Singleplayer<br><br />
http://www.youtube.com/watch?v=IEZhbV9s1Ag<br />
<br />
<br />
Multiplayer<br><br />
http://www.youtube.com/watch?v=3nJY7n8KaOY<br />
<br><br />
http://www.youtube.com/watch?v=ZjSykcTGrNc<br />
<br><br />
http://www.youtube.com/watch?v=dgZTeVnM5Sw<br />
<br />
<br />
Saw this on the BF wiki, during the counter knife sequence, "Press F to pickup P90" can be seen.<br />
http://images4.wikia.nocookie.net/__cb20130611030437/battlefield/images/thumb/1/1c/Knifecounter.png/640px-Knifecounter.png<br />
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:07, 11 June 2013 (EDT)<br />
<br />
:Good catch there! You can see P90 (along with a QB series weapon on the right) more clearly in this screenshot: http://images.wikia.com/battlefield/images/1/1d/Siege_of_Shanghai_1.jpg --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 17:08, 11 June 2013 (EDT)<br />
<br />
Also saw an XM-25 in June 12 livestream http://gyazo.com/ec33d8c85bc8c3c981fde636cc1a3ffe.png [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:45, 12 June 2013 (EDT)<br />
<br />
== Kel Tec RFB ==<br />
<br />
http://www.youtube.com/watch?v=O-cJhOCd7GY<br />
<br />
Also the text here says QBZ-95-1 but the 5.56A-91 image is subbed in: http://imgur.com/a/oBF5P#6nlAhND<br />
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 14:04, 13 June 2013 (EDT)<br />
<br />
<br />
YES! FINALLY! I've been waiting for a RFB, and in battlefield no less![[User:GLOCK10mm|GLOCK10mm]] ([[User talk:GLOCK10mm|talk]]) 23:08, 13 June 2013 (EDT)<br />
<br />
:That photo album also confirms the QSZ-92, which isn't a surprise, but it's nice to see there's at least one new pistol. I hope it's the 5.8mm, 20-round version for the sake of variety. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:18, 17 June 2013 (EDT)<br />
<br />
== 40mm vs. Havoc in Baku ==<br />
<br />
"Gee, I really wish I had a 40mm ''before'' that helicopter blew everything up. Oh, wait, I did."--[[User:Animalmenace|Animalmenace]] ([[User talk:Animalmenace|talk]]) 08:35, 16 June 2013 (EDT)<br />
<br />
Wrecker was a ''little'' busy avoiding being turned into salsa by the helicopter. Probably didn't want to spend much time trying to line up a shot to the cockpit with a grenade launcher. Even if he were firing HEDP grenades like the M433 or even the new "HELLHOUND" grenade, I seriously doubt he could have stopped a Havoc with a grenade - unless he happened to hit it right in the cockpit with it. The opportunity to do just that doesn't happen until the thing comes down to the deck to finish off the car. (Pilot got cocky I guess. Well, his canopy ''can'' stop rifle rounds, guess he figured he was okay.) [[User:Atypicaloracle|Atypicaloracle]] ([[User talk:Atypicaloracle|talk]]) 06:42, 22 June 2013 (EDT)<br />
<br />
== Alpha Code Leak ==<br />
Here's the link: http://pastebin.com/MX9mBuzJ<br />
I'll post what's relevant, though the it can be a bit confusing at times. The Starstreak, a British MANPADS with three mini-missiles that launch after the main missile reaches max speed, will be in. Both the M15 and M34 smoke grenades are mentioned. We already knew about the MBT LAW, right? M82A3 (yes!), FAMAS, M40A5, 870, UMP, OMFG-148 Javelin. The XM25 will have both standard airburst, and smoke airburst grenades. The M320 has the same four ammo types as BF3, with the addition of 40mm flashbangs. In the optics section, there's a "visionking", even though the model can't be known yet, I bet it's the 20x scope. There are 1x, 3x, 4x, 6x, 8x, 20x, and 40x scopes, as well as "ugl", which is likely just the M320's sights. I think the 8x is just a left over from BF3, as we know we're getting 6x and 20x options for sniper rifles, and the adjustable zoom attachment adds 14x to whichever you have, so 6x & 14x, or 14x & 20x. Since it sounds like th M82 will always have a scope and bipod, which means it's likely not customizable, I bet it will have to have a 40x scope at all times, as part of its balance. That's everything relevant to us that I could find. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:14, 4 July 2013 (EDT)<br />
<br />
I've talked to an alpha player, said the Barrett is a stationary weapon if I'm not mistaken. Also saw the UTAS sight right before visionking.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:17, 4 July 2013 (EDT)<br />
<br />
The Barrett ''should'' be a stationary weapon, not something you can run around all willy-nilly with. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:23, 4 July 2013 (EDT)<br />
<br />
:Right, the UTAS, that's what I missed when writing this. From what I've read, the M82 is a pickup weapon that's on the map, like the Ceph weapons in Crysis 3. Per these stats it does 110 damage, has no damage drop over range, but roughly a five second reload. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:00, 4 July 2013 (EDT)<br />
<br />
== Battlelog inventory screen ==<br />
<br />
http://s22.postimg.org/unc6vxf1t/bf4.jpg<br />
<br />
The latest Battlelog trailer showing all the apps and stuff had someone choosing their loadout. AK-12 featured prominently.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 16:55, 25 July 2013 (EDT)<br />
<br />
Hm, I didn't know the FAMAS looked like a SCAR. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 13:27, 25 July 2013 (EDT)<br />
<br />
:SAR-21? Cool! [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:09, 25 July 2013 (EDT)<br />
<br />
:@Pyramid, they've been using placeholder icons since the alpha.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 16:55, 25 July 2013 (EDT)<br />
<br />
I hope to God the M16 isn't the A3 in final, also in the trailer we see an "M14A3", possible typo?[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 08:39, 28 July 2013 (EDT)<br />
<br />
::That's definitely a typo for the M16A3. Also, it has to be in, the US needs a full-auto AR. And while some people here seem to think otherwise, there are two different rifles that got the "A3" designation, the first being a full-auto A2, the other being a full-auto A4. They have different Colt model numbers, but are both A3s as far as the military is concerned. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:37, 28 July 2013 (EDT)<br />
:::The "M16A3" is so damn confusing. I am currently of the opinion that there are actually 3 different US military issue rifles that are all the A3. The first is the Colt made M16A2E3 which was introduced in 1992 I think. This had a standard A2 upper along with an A1 style lower (no A2 strengthening points) and was stamped A2E3. Then you have the M16A3 that was made after this that had an A2 style lower (but with burst replaced by auto and stamped as the M16A3) and an A2 upper. I think these were made from 1994 and all of these were made by FN, but not sure. Finally you have the debatable flat top upper one. Annoyingly, from Googling I can't find any pictures of this actually being used, but I am about 99% sure it exists. I believe that all of the M16A3s that were ordered post OIF are the flat top kind, and they are mainly a mix of FN and Sabre Defence made rifles. I remember seeing a picture of one of the Sabre Defence guns and it was flat top with a railed handguard, and as the order for 5000 or so M16A3s from them was in 2008, I would be amazed if the US military was buying any rifle without a sight rail then. Similarly, there have been orders from FN for the M16A3 as recently as 2010, and again I don't believe that they would still be buying carry handle uppers at this point. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:13, 30 July 2013 (EDT)<br />
::::Found some proof that a flat top M16A3 exists in [http://i279.photobucket.com/albums/kk148/pezboytate/Firearms/m16a3sabredefense.jpg this] photo. It is a Sabre Defence Gun marked as M16A3, property of US Government, S/1/F selector, railed handguard and flat top A4 style upper receiver. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:37, 30 July 2013 (EDT)<br />
:::::Not an M16A3, it's just had parts swapped out. The A3 was an A2 with an S/1/F lower when it was adopted in the 90s and it remains this today. This was told to me by active duty US Navy SEAL just this morning. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:12, 30 July 2013 (EDT)<br />
::::::Do you seriously think the US government would be buying an AR-15 platform without a flat top as late as 2010 (FN and Colt were awarded contracts including M16A3s in 2007, Sabre Defence got one in 2008, and FN got another in 2010)? I think the majority that are around are still the older A3s with the carry handle, but I think the newer ones like this have a flat top. Note that it has a Shot Show tag on it, I doubt that they would be showing off a random franken-gun at their booth as opposed to their newest government contract. [http://www.guns.com/reviews/sabre-defence-m16a3/ Here] is another photo of the Sabre Defence version showing the whole gun. I don't know if the contract was fully completed before Sabre Defence went belly up, however there has been a new contract with FN since this point, so can only assume that the FN guns would be built to the same or better spec than these as opposed to taking a step backwards. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:50, 30 July 2013 (EDT)<br />
:::::::To make things even more confusing, the picture in that link shows a flattop M16, but all the text and stats imply it has an A2 upper. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:29, 30 July 2013 (EDT)<br />
:::::::I don't know why they're still buying rifles in that configuration, but [http://seabeemagazine.navylive.dodlive.mil/2013/05/17/nmcb-5-undergoes-rifle-quals-in-okanawa/ they are]. I can swap out the upper receiver group and buttstock on an M4 to give it a 24" barrel and a PRS buttstock, would that make you think "new" M4s are being procured as DMRs instead of carbines? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:35, 5 August 2013 (EDT)<br />
::::::::A few points. Firstly that doesn't say anything about what configuration the rifles that are currently built are in, just that there are rifles in the inventory that have the fixed carry handle. As I said before, I think the majority of rifles in circulation will have the A2 upper, it will only be the newest ones that have the A4 style ones. Secondly, if I had to guess I would say that those are not the newer guns made by FN or Sabre Defense. If you look at the finish it is gray, particularly when you compare it to the M4 which is in one of the photos which is much blacker in comparison. I believe that current FN and Sabre Defense guns (along with current Colt ones I think) have a black finish, whereas the gray was on older Colt guns. Lastly, I don't see what you are getting at with the last point about switching out the upper. Are you saying that people are doing this to M16A3s, or that the pictures of the Sabre Defense gun are a case of this? If the latter than I don't think this is the case, as firstly they are pictures provided by Sabre Defense to show off the fact they are (were) making M16A3s for the military so I doubt it would be a random cobbled together gun, particularly as it has the US Gov and M16A3 markings. Another thing to bear in mind, is that for these recent orders they were combined with orders for M16A4s. If they are making M16A4s I imagine it would be cheaper to be producing flat top A3s than carry handle ones, as the upper would be common between the two variants without having to tool up and run a whole separate production line. Again, I find it hard to believe that the Navy would pay more for something with less utility. Maybe the new ones do have a fixed carry handle, but to me it makes no logical sense why they would choose to do this, and from the evidence I can find the rifles that Sabre Defense made to the US Government spec had a flat top when they were made in 2008. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:37, 5 August 2013 (EDT)<br />
:: SCAR-L or HK416 works fine imo, also the M4 will be all kit as a carbine so I'd rather not have the same game of Assault spam again.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:11, 28 July 2013 (EDT)<br />
<br />
== MGL Reload ==<br />
Someone added that you only reload three shells, but I think they were being loaded two at a time. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:08, 26 July 2013 (EDT)<br />
<br />
== Character Model Images ==<br />
I had heard a rumour that the P226 was going to be in, [http://bf4talk.com/threads/battlefield-4-characters-hd.606/ but this confirms it.] About time a we see a SIG in a game again. My gut tells me it will be the .40 version, to bridge the gap between the standard issue 9mms (plus the G17), and the M1911; it would be a perfect fit in both damage and mag size. I don't have a link, but there are a few guns built into the Alpha that people have found; the ones we didn't know about (other than the P226, which is the railed version) are the Mx4 Storm and CS/LR4. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:12, 29 July 2013 (EDT)<br />
<br />
It could also be a simple holster stuffer, too. This is hardly proof that the gun will be usable. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:00, 30 July 2013 (EDT)<br />
<br />
::The P226 was found in the files along with the Mx4 and CS/LR4, as dog tags. [http://www.reddit.com/r/battlefield_4/comments/1h593e/heres_an_accurate_list_of_all_weaponsgadgets I found the sources.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:27, 30 July 2013 (EDT)<br />
<br />
:::[http://i.imgur.com/DFMOy4p.jpg Here's] a leaked screenshot of the M82 from the Alpha. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:28, 1 August 2013 (EDT)<br />
<br />
I don't think that character holding the LMG has enough American flags on his uniform. Jesus. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 06:15, 2 August 2013 (EDT)<br />
<br />
== QBZ-95(-1?) and RPG-7 confirmed ==<br />
Video from the Wintergore's channel (also shows the RPG-7): <br />
http://www.youtube.com/watch?v=ZzdSfV3e-VI<br />
<br />
Video from the Levelcap's channel: <br />
http://www.youtube.com/watch?v=q2F6B4Gtnhc<br />
<br />
These are just a few videos that confirm the implementation of the QBZ-95 in BF4. Also Levelcap call it "QBZ-95-1", but I'm not sure that the rifle models are actually based on the newest QBZ-95 variant or they are just a modified version of the old QBB-95 models from BF3 ([[User:Lone Soldier|Lone Soldier]]) 9:36, 5 August 2013 (EDT)<br />
<br />
:Here's a [http://battlelog.battlefield.com/bf3/forum/threadview/2832654348580286883/ thread on Battlelog] that's compiled all of these clips that have been given to the community. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:11, 5 August 2013 (EDT)<br />
<br />
== New Weapons ==<br />
Remington 870, M40A5 (I'm assuming, I don't know exactly), the Hybrid M249 from the last Battlefield, AK-12, PKP Pecheneg, SV-98, Saiga 12k, QBZ-95 (unknown if it's the original or the QBZ-95-1) and the CS/LR4 are getting added<br />
Proof:<br />
http://images.wikia.com/battlefield/images/f/fe/Battlefield_4_American_Character_Models.jpg<br />
http://images.wikia.com/battlefield/images/b/b2/Battlefield_4_Russian_Character_Models.jpg<br />
http://images.wikia.com/battlefield/images/3/31/Battlefield_4_Chinese_Character_Models.jpg<br />
---[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 08:53, 16 August 2013 (EDT)<br />
<br />
*ok, so apparently I'm EXTREMELY tardy to the party.... My bad. --[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 12:46, 16 August 2013 (EDT)<br />
<br />
:It's a QBZ-95-1 (QBZ-95G alternatively) for sure. PLA engineer also sports a QBS-09 semi automatic shotgun. However, as refreshing that is to see, I wag my finger in disappointment at the Russian medic who forgot to pack up appropriate VOG-25 grenades for his trip. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 08:21, 17 August 2013 (EDT)<br />
<br />
::ok, so there are some new things in there, right? I didn't just waste everyone's time?--[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 09:35, 17 August 2013 (EDT)<br />
<br />
:::I'm pretty sure QBS-09 was never seen before in any official or unofficial Battlefield 4 material. Haven't really been following it around, but any news around that are desirable. Thanks for posting these photos. There's also the rocket/missile launcher on the PLA engineers back. I'm pretty sure that's new, considering Alpha footage assigned good ol' RPG-7 to the Chinese. It could just be a Strela again or it's Chinese derivative. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 15:28, 17 August 2013 (EDT)<br />
<br />
PK Pecheneg is new. US assault has a Glock (17?) in his chest again. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:09, 17 August 2013 (EDT)<br />
<br />
:I don't know. I'm pretty sure PKP appeared in the installment beforehand, just not as a starting weapon for the class/kit in question. I think it will be interesting seeing three faction and how they play off each other, even if they'll probably end up being just reskined versions of each other in terms of vehicles and starting weapons. Can anybody ID the shotgun US soldier is carrying. I was inclined to think it's [http://www.imfdb.org/images/e/e9/Remington_870MCS.jpg Remington 870MCS] just like in previous few installments and based on the over all shape, however the other two factions lug semi automatic shotguns. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 15:28, 17 August 2013 (EDT)<br />
<br />
::I'd never even heard of the QBS-09 before, so thanks for the links :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:51, 17 August 2013 (EDT)<br />
<br />
Same about the QBS, neat. I'm positive thats an 870MCS as in the previous installments, perhaps its a place holder though. Interesting if they have it both with the Serbu 870.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:02, 18 August 2013 (EDT)<br />
<br />
:I'm pretty sure QBS-09 wasn't seen anywhere outside of the few official press releases. This is definitely the first appearance in entertainment media. Not even sure if it was adopted besides for a few selected units and possibly pushed for police service. It's refreshing to see a rarity like this crop up. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 07:45, 18 August 2013 (EDT)<br />
<br />
::oh... So, I didn't waste everyone's time?--[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 11:08, 18 August 2013 (EDT)<br />
<br />
==Paracel Storm Trailer==<br />
HOLY CRAP. aside from the new guns (ACE 21, etc.) Did anyone else see the boat hit the shore and land in that building? So awesome...--[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 12:45, 20 August 2013 (EDT)<br />
:That was an awesome trailer, I didn't see any guns you missed. Here's the P226 in the [http://www.youtube.com/watch?v=eEIWYgA2lbQ Premium trailer], at 0:51, and the UTS-15 in the [http://www.youtube.com/watch?v=guxDcKmhDLA Levolution trailer], at 0:42. Here's a [http://blogscdn.battlefield.com/wp-content/uploads/2013/08/Battlefield-4-Paracel-Storm-4-WM.jpg.jpg screenshot] revealing there's an M200. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:20, 20 August 2013 (EDT)<br />
<br />
Think there was a modern AK12 derived Saiga in the base trailer, when the camera follows the soldier walking up a catwalk and gunning down his foe.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:54, 21 August 2013 (EDT)<br />
<br />
It looked like an AK-12 firing shotgun rounds, which was weird, so that makes sense to me. The "MSMC" looks to actually be a CBJ-MS. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:04, 21 August 2013 (EDT)<br />
<br />
== Every weapon in Battlefield 4 ==<br />
<br />
So somebody at Gamespot managed to get a recording of the class customisation menu. They went through every weapon subset and a few of the attachment menus. Pretty much reveals everything except vehicle weaponry. I'm not sure if this can be added to the page (does it count as a leak?), but it's still interesting and it couldn't hurt to have it here anyway. Some of the guns have made up names (or are too obscure to be found in a quick google search) but there are four Ak-12 variants, the SAR-21 and a good amount of chinese weapons. [[User:Nikonov|Nikonov]] ([[User talk:Nikonov|talk]]) 13:21, 21 August 2013 (EDT)<br />
<br />
[http://uk.gamespot.com/events/gamescom-2013/battlefield-4-every-class-every-weapon-every-unlock-6413393/ Video is here]<br />
<br />
:To be honest, I'm disappointed with the selection. Most of the weapons are same (and look like re-used models as well) as in Battlefield 3, with very few additions. Then, again, they covered quite a lot of firearms there, so some were bound to re-appear. Hope the time and resources were put into making more maps and tools that are fun to play around with. There's also no designated launcher for the Chinese faction, so I assume Russians and Chinese will both share RPG-7V2. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 14:14, 21 August 2013 (EDT)<br />
<br />
No MP7 but two UMP's and the SPAS 12 makes me a bit dissapoint, although they'll likely add more weapons. Also, didn't the Chinese engineer have his own launcher in the hi def faction screens. Also, the AK12 Saiga is the OBV 12, interesting.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:19, 21 August 2013 (EDT)<br />
:: Youtube link if needed.<br />
https://www.youtube.com/watch?v=JLzYLTPN6Mw&feature=youtube_gdata_player<br />
[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 18:34, 21 August 2013 (EDT)<br />
<br />
:::There's no way that's the final build, there's too much missing, like no Chinese launchers or G17 even though we saw them, no M1911 would just be silly, I could go on. I bet this is most of the weapons, say 2/3 or 3/4, but not all of them. Note that there is other stuff missing from the build too, like the F-22 (US is using the PAK-FA). The "SRR-61" is the M200 Intervention, as the that's in the build but not on the list, and the "SRR-61" says it has 7 rounds of .408. The "338-Recon" could be a lot of things. The "Compact 45" is likely an HK45C, BF doesn't use HK names after all, and they couldn't name it "M45C", as the M1911 variant in BF3 (and likely this one) is the M45. While the "Compact 45" is listed as having 15 round, that would be ridiculous, and is likely an oversight in the stats. The Galil ACEs are listed as 30 rounds, but do in fact have 35, as seen in the trailer, so some are wrong. Also, the HK45C takes 8 round magazines, which means they could have the M1911 along side it with no balance issues. I believe the rest of the guns are named properly. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:11, 22 August 2013 (EDT)<br />
::::The SVD-12 is likely an AK-12 DMR variant, rather than an actual SVD variant. If we're getting whole families of rifles like this (5 AK-12s, 4 Galils, the Q series) I hope we get the rest of the G36-series lineup in DLC. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:43, 22 August 2013 (EDT)<br />
:::::Not sure if [http://www.youtube.com/watch?feature=player_detailpage&v=QOPsp9pRnc8#t=196 this clip in this video] is from a longer one, but it shows that when you put a Heavy Barrel on a P90 it becomes a full auto PS90. HK45, not the C, as the "Compact 45" [http://i.imgur.com/PfN53FI.png confirmed]. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:07, 23 August 2013 (EDT)<br />
<br />
== Some more weapon images ==<br />
<br />
http://i.imgur.com/eqfdwoZ.jpg<br />
<br />
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 03:03, 22 August 2013 (EDT)<br />
<br />
== Article needs updating ==<br />
<br />
People need to start looking for GamesCom multiplayer footage of the various new confirmed guns and put screencaps of them on this page. Come on, people, this article needs to be updated! [[User:Markunator|Markunator]] ([[User talk:Markunator|talk]]) 10:29, 28 August 2013 (EDT)<br />
:You do know that you can do it yourself, instead of asking someone ELSE to do it. Maybe you should have a look at the [[Rules,_Standards_and_Principles#No_page_vandalism|rules]] again... --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 10:52, 28 August 2013 (EDT)<br />
::That's the thing: no, I can't. I don't know how to do. Also, how have I committed vandalism, exactly? [[User:Markunator|Markunator]] ([[User talk:Markunator|talk]]) 13:00, 28 August 2013 (EDT)<br />
:::If you want something screencapped but don't know how to do it, the correct thing to do would be to ask for advice on how to do it, rather than badger other people to do it for you. I suggest you read the [[IMFDB Screencapping Guide]]. Assuming the video you are talking about is on youtube, you can even do it as simply as just pausing it, print screening and cropping in paint. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:19, 28 August 2013 (EDT)<br />
::::The screencapping guide contains a link to Fast Stone Image Viewer, which is free and far superior to MS Paint. The guide also details how to take screen captures with Fast Stone Image Viewer. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:25, 28 August 2013 (EDT)<br />
:::::How do I put the images on the site once I've captured them? [[User:Markunator|Markunator]] ([[User talk:Markunator|talk]]) 13:39, 15 September 2013 (EDT)<br />
::::::Go to the panel on the left and look under "Toolbox" and click on "Upload file." Browse to the file you want to upload (or drag and drop onto that box,) then tag the image in the summary box below (for example, <nowiki>[[Category: Screenshot]]</nowiki> for screenshots,) and then click on upload. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:16, 15 September 2013 (EDT)<br />
:::::::How do I delete an uploaded file that's named wrong? Or just change the name of it? [[User:Markunator|Markunator]] ([[User talk:Markunator|talk]]) 09:55, 16 September 2013 (EDT)<br />
::You can either use the move tool or you can tag it for deletion with <nowiki>{{nuke}}</nowiki> and reupload. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:49, 16 September 2013 (EDT)<br />
:::How do I do that? Where do I find the move tool and how do I tag it with <nowiki>{{nuke}}</nowiki>? [[User:Markunator|Markunator]] ([[User talk:Markunator|talk]]) 10:51, 16 September 2013 (EDT)<br />
::::Actually, I just figured out how to do the latter. Still would like to know how to do the former, though! :) [[User:Markunator|Markunator]] ([[User talk:Markunator|talk]]) 11:28, 16 September 2013 (EDT)<br />
:::::If you click on an image, look at the tabs at the top of the page, and you'll see a tab for move. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:46, 16 September 2013 (EDT)<br />
:The article needs updating again. It's not going to stay like this forever, is it? Am I going to have to do this by myself again, or are someone else going to pitch in? Because I did pretty much all of the updating after GamesCom! [[User:Markunator|Markunator]] ([[User talk:Markunator|talk]]) 17:25, 7 November 2013 (EST)<br />
<br />
== Another 93R ==<br />
<br />
Not sure if this is a correct model but another incarnation of the 93R is seen here:<br />
http://m.youtube.com/watch?v=0H9lXzp6MmM&feature=relmfu<br />
<br />
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 02:17, 1 September 2013 (EDT)<br />
<br />
== No M16A3 for BF4 multiplayer ==<br />
<br />
The M16A3 is removed from BF4 multiplayer. the M16 model seen on recent gameplay is actually mislabeled and is now corrected as the three round burst M16A4.<br />
<br />
You can read about this here:<br />
http://pixelenemy.com/m16a3-removed-from-battlefield-4-multiplayer-dice-confirms/<br />
<br />
[[User:Dangerman1973|Dangerman1973]] ([[User talk:Dangerman1973|talk]]) 02:09, 12 September 2013 (EDT)<br />
<br />
FUCK.YES (pardon the french)[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:16, 12 September 2013 (EDT)<br />
<br />
::What the heck, was the M16A3 really so annoying? Me and my friends, we have never even heard of this "controversy", and we play on multiple paltforms... --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 10:14, 12 September 2013 (EDT)<br />
<br />
:::yeah, same here, I don't recall it having really low recoil... I couldn't kill anyone with the M16A3. I just used the a4.--[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 09:09, 13 September 2013 (EDT)<br />
<br />
From the looks of things in a few recent videos the M4A1 is out and the M4 is replacing it too, so it will be the dedicated burst/semi Carbine. [[User:5t3v0|5t3v0]] ([[User talk:5t3v0|talk]]) 14:49, 18 September 2013 (EDT)<br />
<br />
== Fire selectors? ==<br />
<br />
Does anyone know if BF4 will feature correct fire selectors that visibly change on the weapon model depending on current fire mode? I was hoping to see this. [[User:Z008MJ|Z008MJ]] ([[User talk:Z008MJ|talk]]) 17:55, 12 September 2013 (EDT)<br />
<br />
== GP-30 Confirmed ==<br />
And a brief glimpse of the Five-seveN in [https://www.youtube.com/watch?v=u_dacA-ZEWQ this video], second halfish. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:58, 24 September 2013 (EDT)<br />
<br />
== Cocking the RPG-7's hammer? ==<br />
<br />
Ok, guys, I got the beta, and while using the RPG, I've noticed that after loading the rocket, you cock the hammer on the grip (a detail that I've not seen any game include so far). Just something I thought was interesting. [[User:Jeddostotle7|Jeddostotle7]] ([[User talk:Jeddostotle7|talk]]) 01:05, 4 October 2013 (EDT)<br />
<br />
:I thought that was the safety lever.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:37, 4 October 2013 (EDT)<br />
<br />
::Nope, it was the hammer. [[User:Jeddostotle7|Jeddostotle7]] ([[User talk:Jeddostotle7|talk]]) 12:20, 5 October 2013 (EDT)<br />
<br />
== Bullpups less accurate than other assault rifles ==<br />
<br />
I have noticed that the stats for the bullpups in-game have an accuracy of 45 while other assault rifles have 50. Which brings me to a question, what is the logic behind that? Because in reality, bullpups are supposed to be shorter in overall length while retaining standard barrels to retain the accuracy. <br />
<br />
The SAR 21 and AUG A3 has a barrel length of 508mm, the FAMAS 488mm, and the QBZ 95 463mm.<br />
However, the HK416 has a barrel length of 409mm, or 505mm at best, the SCAR H, 400mm barrel, the AEK 971 420mm and the AK12 415mm.<br />
<br />
As a matter of fact, all the bullpup rifles has longer barrels than it's counterpart (with the exception of M16A4).<br />
How in the world can DICE allow the bullpups to have lower ADS accuracy than the others? It would have been the total opposite in real life.<br />
<br />
If any, they should make reloading bullpups longer due to the magazine behind the trigger.--[[User:ZuluSix|ZuluSix]] ([[User talk:ZuluSix|talk]]) 12:16, 1 November 2013 (EDT)<br />
:I've heard (never having fired one myself) that bullpups tend to have crappy triggers, which might affect accuracy. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 12:21, 1 November 2013 (EDT)<br />
::In BF3 all bullpups had better hipfire accuracy, so this is likely a balance to that. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:27, 4 November 2013 (EST)<br />
:::But why hipfire? Hipfiring is so damn inaccurate anyway so I don't consider that a form of balance. Having fired the SAR 21 and the M16, I don't find much difference in the trigger pull, but the SAR 21 definitely has a very good CG, it rests perfectly balanced on the master hand so I don't see how that is not a plus to the accuracy. [[User:ZuluSix|ZuluSix]] ([[User talk:ZuluSix|talk]]) 03:30, 10 November 2013 (EST)<br />
<br />
By virtue of locating the trigger further from the ammunition (and thus the firing pin) than a conventional rifle (or even one that loads in the pistol grip), the trigger pull on bullpup-configuration firearms is less "user-friendly" than on conventional firearms (because the trigger has to move a longer mechanism to activate the firing pin on a bullpup rather than a conventional rifle). If we ever switch to electronically-fired weapons or man-portable directed-energy weapons, their layout (relative to where the trigger and the ammunition is located) will become moot with regards to trigger pull because they will no longer require mechanical firing pins. By the way, I've read user complaints about how many bullpup firearms don't have adjustable buttstocks (the magazine gets in the way), which makes them less comfortable to reload and less user-friendly when used with body armour, but that's not likely going to be changed anytime soon or be reflected in the game itself.--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 05:07, 10 November 2013 (EST)<br />
:You do still get bullpups with a perfectly fine trigger pull, it is only really particularly a problem with bullpups that are modified version of standard layout weapons as these tend to have a sub-optimal trigger linkage. On these these the linkage is quite often a piece of stiff wire with bends in it so there is a lot of potential for it to flex, on better design the linkage is a straight flat steel bar that has no flex so the trigger pull is similar to that of a normal rifle (possibly slightly heavier, but without the long sloppy travel of the typical bullpup conversions). If anything bullpups should be more accurate than their comparable contemporaries as they have a longer barrel which should be more accurate and give you more muzzle velocity. For example the SA80 series is very accurate, so much so that when it was introduced the marksman tests had to be revised as it was consistently out shooting the L1A1 SLR to the point where everyone was getting top marks (part of this was due to the SUSAT, but even without it is still a very accurate weapon). If they have a worse trigger pull, it really doesn't effect accuracy much in the situations where assault rifles are used anyway. There is the possibility that bullpups will have more muzzle climb in automatic though due to the centre of gravity being further back so there is less weight keeping the muzzle down. However this balances out with the fact that by necessity bullpups need to have a straight through design with the barrel in line with the shoulder, and personally I actually liked the weight being far back as I find it keeps it seated nicely in my shoulder and is more manoeuvrable, but that is more a personal preference thing. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 07:37, 10 November 2013 (EST)<br />
The barrel length of a bullpup depends on the specific model being discussed. Sure, the L85A2 has a 20.4-inch barrel, a little more than an M16. The FN F2000 has a 16-inch barrel, and the Micro-Tavor (the new standard-issue weapon for the IDF) has only a 13-inch barrel, the Israelis apparently satisfied with something possessing less barrel length than the M4 carbine. And accuracy is more than just a factor of barrel length; assuming the same cartridge loading, a firearm with a longer barrel should (up to the point before barrel friction starts overpowering the force of the expanding propellant gas) impart a flatter trajectory to a bullet than a shorter one does, but there are other factors, such as the kind of cartridge (why else do they sell "match-grade ammo"?) and the kind of sights. The fact that no bullpup I've seen comes with an adjustable buttstock could be a factor for "user-friendliness" (not to mention the shorter overall length means you often can't find the room for a foregrip that really fits you), but that's not something that you can really model in a game. <br />
<br />
It's too bad that the BF series (aside from the [[Project Reality]] mod) doesn't emulate bayonets. That would be a definite advantage conventional rifles would have over bullpups, due to their greater overall length. Project Reality even lets you smack around opposing player characters with Tavor buttstrokes, too--something I would think must be easier with longer conventional rifles. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 15:13, 23 November 2013 (EST)<br />
<br />
== China Rising & Second Assault ==<br />
<br />
Figured you guys might like to know, but I recently found some additional information for weapons for the DLC packs China Rising in this video: https://www.youtube.com/watch?v=Ox3g_8WF67s as well as info on Second Assault which are below:<br />
<br />
China Rising:<br />
* L85<br />
* L96<br />
* MTAR<br />
* RPK<br />
* MP7<br />
<br />
Second Assault:<br />
* AS VAL<br />
* F2000<br />
<br />
[[User:Draco122|Draco122]] ([[User talk:Draco122|talk]]) 15:04, 14 November 2013 (EST)<br />
<br />
:The M60E4 was seen in a trailer too, so it's likely in Second Assault. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:07, 17 November 2013 (EST)<br />
<br />
As a sort of strange aside, the orange presumably "placeholder camo" on all the China Rising weapons as of now gives the impression that the RPK is an original RPK-74 rather than an M model. Why is it, exactly, that we would require the RPK-12 and RPK-74 if they would presumably fill the same function, unless this RPK is an original model firing 7.62x39mm cartridges? --[[User:Dirty Harold|Dirty Harold]] ([[User talk:Dirty Harold|talk]]) 12:47, 19 November 2013 (EST)<br />
<br />
There was an update for BF4 on PC, where all of the China Rising weapons are available. The RPK is the RPK-74, with the awesome wood furniture on it. So, apparently they wanted to make the RPK-12 and RPK-74 extremely similar. But I do like the new RPK, and all of the guns are fun to use. I hope they add some more guns in Second Assault, like an actual AK47 with wood furniture, and other fun things. [[User:DeadpoolDeadcool|DeadpoolDeadcool]] ([[User talk:DeadpoolDeadcool|talk]]) 19:05, 21 November 2013 (EST)<br />
<br />
== All Battlefield 4 Weapons video ==<br />
<br />
A guy on YouTube named "MAR89TUM" does videos showcasing all weapons in a video game, and he just completed his Battlefield 4 video a few hours ago. I thought I'd share it with you guys.<br />
<br />
http://www.youtube.com/watch?v=A86pF20anB8<br />
<br />
[[User:Mance1462|Mance1462]] ([[User talk:Mance1462|talk]]) 12:30, 20 November 2013 (EDT)<br />
<br />
:Saved for later because it's really long, but thanks for sharing :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:27, 20 November 2013 (EST)<br />
<br />
::MAR89TUM made two more videos, one for China Rising and another for Second Assault.<br />
::China Rising: http://www.youtube.com/watch?v=SyygTCsJ9T8<br />
::Second Assault: http://www.youtube.com/watch?v=0KCT7bslmZI<br />
::[[User:Mance1462|Mance1462]] ([[User talk:Mance1462|talk]]) 8:43, 19 February 2014 (EST)<br />
<br />
:::Now he has a Naval Strike video... I can't unsee that SR-2 animation fail...<br />
:::https://www.youtube.com/watch?v=b0twxGCNfHk<br />
:::[[User:Mance1462|Mance1462]] ([[User talk:Mance1462|talk]]) 6:55, 20 April 2014 (EST)<br />
<br />
::::He made a Dragon's Teeth one already.<br />
::::https://www.youtube.com/watch?v=y52nHieZrAc<br />
::::[[User:Mance1462|Mance1462]] ([[User talk:Mance1462|talk]]) 11:23, 20 July 2014 (EST)<br />
<br />
== FN F2000 ==<br />
<br />
www.youtube.com/watch?v=_4qVx3Pvfu4<br />
<br />
I'm assuming the F2000 Tactical is also going to be in there.<br />
<br />
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 13:44, 20 November 2013 (EST)<br />
<br />
:Gameplay with the scope, yay! I bet the scope is the F2000's iron sights, and if you attach any other optic it becomes the Tactical. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:25, 20 November 2013 (EST)<br />
<br />
::I don't have Battlefield 4 yet, but from research I've done I've found that it is a F2000 Tactical, but there is a optic attachment unique to the weapon called "F2000 (x1.6)" and attaching it to the F2000 Tactical transforms it into the original F2000. Attaching any other optic or leaving it as iron sights keeps it as the Tactical. [[User:Mance1462|Mance1462]] ([[User talk:Mance1462|talk]]) 1:23, 6 December 2013 (EST)<br />
<br />
== JS2 ==<br />
I've figured out what's up with the JS2. Okay, first, part of the problem is that IMFDB's entry for the variant is wrong, it's "JS 9mm" (or "Jian She JS 9mm" if you want to include the company name), that's the name; "Type-05" is not a thing, that doesn't exist. Second, the description is also wrong, the JS isn't just a QCW-05 in 9mm. It's based on it, but it's smaller, along with having a flattop and built-in foregrip. It's part of the same family, but not the same gun. So the JS is its own gun, smaller and with a flattop and foregrip. With that out of the way we can talk about what the JS2 is. The JS2 is a fictional future variant of the JS (thus the name) chambered in 5.8mm that fires from a closed bolt, with the charging handle on the left side, and with the suppressor removed. Also, I just happened across a bunch of pictures and a video of Chinese police with JSs without suppressors, so I'm not sure lack of a suppressor is that notable. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 04:37, 21 November 2013 (EST)<br />
<br />
== Burst Fire - Why do so many games get it so WRONG? ==<br />
<br />
As I understand it, burst firing weapons (like the M16A2 or MP5A4 for instance) were first introduced to *save* ammo, rather than waste it. I just can't figure out why game designers would decide that making the gun fire a *minimum* of three rounds per trigger pull would be a better idea than allowing any number up to three?<br />
I know that HK weapons with burst fire don't act like this in real life, or M16A2/A4s/M4s - Is there such a thing as a real world firearm that does not allow its wielder to fire less than three shots when set to burst fire? [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 07:02, 1 December 2013 (EST)<br />
<br />
Far Cry 2 and 3 got it right with the 'AR16' and FAMAS respectively, and I know 007 Nightfire on the Gamecube had plenty of burst weapons capable that could be single shot if you tapped the trigger gently. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:34, 1 December 2013 (EST)<br />
<br />
''Resident Evil 5'' has the burst-fire Raffica, which will fire up to three rounds; the "Triple Shot" in ''Resident Evil 6'' does the same. ''Halo'' and the BR-55 series rifles have always gotten this right. I seem to recall ''Call of Duty'' also getting this right. --[[User:Godzillafan93|That&#39;s the Way It&#39;s Done]] ([[User talk:Godzillafan93|talk]]) 17:15, 26 January 2015 (EST)<br />
<br />
== Missing Second Assault weapons ==<br />
<br />
Hello, everyone. As I'm sure most of you know, the Second Assault DLC has been out for a while now. There were 5 weapons that got added in this DLC<br />
*DAO-12 (apologies, I've kinda forgotten what shotgun it's based on)<br />
*Gol Magnum<br />
*M60E3<br />
*F2000<br />
*AS VAL<br />
If anyone can help me get some images for these weapons, I would really appreciate it --[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 09:47, 4 December 2013 (EST)<br />
<br />
I think the main reason the Second Assault weapons haven't been added, this is just a thought, but it hasn't been released on PC yet. The biggest BF4 audience is on PC, and we got screwed. China Rising weapons have been available on PC for about 3 weeks, so those should be here soon. [[User:DeadpoolDeadcool|DeadpoolDeadcool]] ([[User talk:DeadpoolDeadcool|talk]]) 17:45, 4 December 2013 (EST)<br />
<br />
:ah, alright then. I'll be patient...--[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 11:08, 5 December 2013 (EST)<br />
<br />
::I assume all our screenshots come from PC, mostly because of how much easier it is to do that, but also for the best resolution. If I played on PC I'd do lots of screencapping, but I can't :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:58, 5 December 2013 (EST)<br />
<br />
== Reloads ==<br />
<br />
I find it strange that some of the guns that have ambidextrous charging handles use the right side only. I first noticed this with the AK-12, where the reload animation uses the left hand to go under the gun and chamber a round from the right side. It is odd for the devs to put in the ambi charging handles, and then act as if they're not there. But they could use an animation from a previous game, who knows. [[User:DeadpoolDeadcool|DeadpoolDeadcool]] ([[User talk:DeadpoolDeadcool|talk]]) 22:27, 7 December 2013 (EST)<br />
<br />
== Assault Rifle Stats ==<br />
<br />
As some people have pointed out, the stats for the assault rifles seem as though they were not thought out. The bullpups have less accuracy, but theoretically have the same barrel length as a rifle chambered for the same round. For example, the SAR-21 has an accuracy rating of 45, while the HK416 has a rating of 50. And the L85A2 has an accuray rating of 35, which is less than most of the carbines. The M16A4 has less stability than most other rifles, most likely due to the 20 inch barrel, but it gains nothing in accuracy. Speaking of stability, the AK-12 is tied with the QBZ-95-1 for second best stability (rating of 70), only being beaten by the SAR-21. Why does the AK-12 have more stability that the HK416(I mainly ask because I love that rifle)? The AK-12 has a 16 inch barrel, while the HK416 utilizes the 14.5 inch barrel in this game, so I don't understand that. The ACE 23 is a super-gun in the game. It has a great rate of fire, awesome accuracy, and almost no recoil. I hate the ACE 23. [[User:DeadpoolDeadcool|DeadpoolDeadcool]] ([[User talk:DeadpoolDeadcool|talk]]) 22:41, 7 December 2013 (EST)<br />
:Most video game designers, like most Hollywood writers don't actually know anything about firearms.--[[User:Crazycrankle|Crazycrankle]] ([[User talk:Crazycrankle|talk]]) 00:37, 8 December 2013 (EST)<br />
::A few things. Those stat bars, like in almost every game, are half wrong, don't trust them. The reduced accuracy of bullpups is because it's a trade off for their better hipfire accuracy, it highlights their good performance in CQB due to their shorter length. In terms of stability, recoil is directly proportional and opposite to rate of fire, the visual appearance of the gun doesn't factor in. Since gameplay balance has to exist, it's far better to play with less obvious traits like accuracy, hipfire, recoil, muzzle velocity, reload time, and such rather than the more important things like mag capacity, rate of fire, and damage, the three most important things, as those three are what ties the gun to actually representing its real counterpart. The ACE 23 isn't godly, but it is the single most all-round gun in the game, with the natural advantages and disadvantages that come with being the most jack-of-all-trades. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:29, 8 December 2013 (EST)<br />
<br />
==CZ-75==<br />
<br />
The CZ in the game is not a PHANTOM, but the steel framed SP-01 Tactical. I'm not going to change it yet as we do not have a picture of the SP-01 Tac yet, and the two models are remarkably similar in looks. But I might change the entry and description here shortly. [[User:GLOCK10mm|GLOCK10mm]] ([[User talk:GLOCK10mm|talk]]) 14:51, 9 December 2013 (EST)<br />
<br />
Actually its not a Tactical. Its a CZ SP-01 Shadow. Tactical denotes it is a decocker model. The in game render clearly shows the extended shadow safety. [[User:Furious Oyster|Furious Oyster]] ([[User talk:Furious Oyster|talk]]) 19:57, 9 December 2013 (EST)FuriousOyster<br />
:Beat me by literally a couple seconds. The Shadow is seen [http://www.handgunsmag.com/2010/09/24/featured_handguns_hg_cz_usa_cz_75_sp01_shadow_082710/ here] and [http://www.theboxotruth.com/docs/edu76.htm here].--[[User:--JazzBlackBelt--|--JazzBlackBelt--]] ([[User talk:--JazzBlackBelt--|talk]]) 20:01, 9 December 2013 (EST)<br />
<br />
Well Gentlemen, I stand corrected. That's another reason I didn't change the entry; I know almost nothing about CZ handguns. I simply looked at CZ's current lineup, and found the Tac looks nearly identical to the one in game. [[User:GLOCK10mm|GLOCK10mm]] ([[User talk:GLOCK10mm|talk]]) 15:43, 10 December 2013 (EST)<br />
:I think CZ discontinued it because it's no longer on their website, but I'm also not a CZ guy.--[[User:--JazzBlackBelt--|--JazzBlackBelt--]] ([[User talk:--JazzBlackBelt--|talk]]) 22:29, 10 December 2013 (EST)<br />
::Quote from the first link up there: "The Shadow is available only through CZ Custom, which is the factory custom shop for CZ products in the States." That's likely why it's not on the website. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:00, 11 December 2013 (EST)<br />
<br />
Yep, here they are: http://czcustom.com/CZ75_SP01_SHADOW_CustomShop.aspx Though I can't find a version chambered in .40, it's a custom pistol to begin with. [[User:GLOCK10mm|GLOCK10mm]] ([[User talk:GLOCK10mm|talk]]) 14:40, 11 December 2013 (EST)<br />
<br />
== Missing stuff ==<br />
<br />
Hello again. I've noticed a couple things missing from the page. Namely, the RGO grenade, the Type 85 HMG, and the chain gun on the ZBD-09<br />
<br />
That's all I needed to say.--[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 14:04, 12 December 2013 (EST)<br />
<br />
== Rifle Scopes ==<br />
The 8x "Rifle Scope" is very distinctive an has a distinctive mount, but I don't know what it is. It's marked with "Visionzone" and "1.5-5x". The 20x "Hunter", which is the same scope as BF3's 6x/8x "Rifle Scope", is marked only with "Delta Corp", and I'm not sure what it is either. The 40x "Ballistic" is actually a Schmidt & Bender/Premier Reticles M8541, which is 3-12x50. "Schmidt & Bender" (misspelled as "Schmitd"), "Premier Reticles", "M8541", and "3-12x50" can all be seen on it in-game. It's the standard scope for the USMC's M40s. Anyone else know anything about these? Also, while not at all BF4 related, does anyone know what [http://shop.ehobbyasia.com/tokyo-marui-3-9x40-pro-scope-zoom.html#.UriQ6bTN2sE this scope] made by Tokyo Marui is based on? It would be helpful for a different article (and for me) :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:31, 23 December 2013 (EST)<br />
<br />
== UTS-15 ==<br />
<br />
Isn't it considered strange how the UTS-15 is reloaded (one shell in the left tube, one in the right, one left, one right, etc.) rather than loading 7 shells in one tube first then 7 in the other? Or was this done on purpose considering the real weapon's functionality? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:54, 30 December 2013 (EST)<br />
<br />
:I'm pretty sure they could have done it either way, but alternating looks more interesting ;) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:11, 30 December 2013 (EST)<br />
<br />
::But alternating makes the reload slower. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:06, 30 December 2013 (EST)<br />
:::It could be something to do with how the reload animations work, as in if it is just a cycle that can be aborted at any point this may be simpler than having to do a specific number of shells in one tube and then the same in the other. This does however lead to the bizarre situation where the guy is opening and closing the loading port covers for every shell, as opposed to just once per tube. Regardless, it is actually really difficult to reload a UTS-15 with a partial magazine (I would imagine near impossible with gloves like the player model is wearing), so any kind of speedy reload is inaccurate. The thing with the UTS-15 tubes is that they only really hold six, with the seventh being placed behind the loading door, which when closed allows the follower/shells to advance into the loading port in effect making the tube longer that it is. This means that when you open the door to top up a partial tube, you would be presented with the front half of the rear round and the back half of the second. You would first need to push the second round forward until it was latched in the tube, and then wiggle the rear round to get it out of the rear of the loading port to the point where you could then put it into the tube, and then you can load as normal. As you would need to do this for both tubes, you are looking at a total of somewhere between 5 and 10 seconds of fiddling time without even loading any new rounds. To me it would seem like the easier way would be to just open the top cover and load both tubes direct without fannying about with the loading door covers or the bizarre follower arrangement, but as I haven't handled one of these myself and can find no mention online of people doing it this way, perhaps there is a reason this wouldn't work (aside from wearing out the detent on the top cover making it pop open even more regularly than it already does). To me this gun falls into the same category of the SPAS-12, in that it looks great in games and films/TV, but it is actually a total POS in real life. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:57, 30 December 2013 (EST)<br />
::::So I've noticed that, rather alarmingly, the chamber loading animation has the shell inserted ''backwards.'' [[File:BF4 UTSreload.jpg|thumb|none|600px]] --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:56, 20 April 2016 (EDT)<br />
:::::Dafuq... Nice catch btw, but why not add the info to the page itself? I took care of it anyway. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:12, 26 July 2016 (EDT)<br />
<br />
== Major Updates to LMG Section ==<br />
<br />
Finished updating LMG section and will bring other sections to this standard in the near future. Also plan on updating customization screenshots (will take longer for this). Major changes in LMG section:<br />
<br />
*Added intro section with in-game characteristics of LMGs<br />
*Mk 46 changed to M249 with explanation<br />
*RPK-74M changed to RPK with explanation<br />
*Brief background info on all weapons<br />
*Noted minor errors for some weapons (like +1 on the open bolt Ultimax)<br />
*Removed all comments related to pre-release, such as "the dogtag appears in Battlelog"<br />
<br />
The M249 has it's carry handle in gameplay, though it seems to have been missing the pre-release screen shots.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:41, 6 January 2014 (EST)<br />
*Fixed, thanks. I think it's just the third person model that is missing the handle.<br />
<br />
== Benelli M3 ==<br />
<br />
The promo image for Player appreciation month seems to have a tactical M3.<br />
Link http://gyazo.com/b649794667495511898e614c2b1f3b75.png<br />
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:22, 6 February 2014 (EST)<br />
<br />
:Yep, but that's an older promo image they just apparently wanted to use. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 04:18, 7 February 2014 (EST)<br />
<br />
::It's an airsoft M3 (it's pretty much the most common airsoft shotgun), like the other "real" guns are, and it's been used in quite a few different places, including in-game somewhere in the Premium menu. I think it's worth noting, as we noted Recker's G17 on the cover. Also, the G18 in-game is actually a 17 with the selector pasted on to it, you can tell because sometimes you can see through between the slide and switch, and because the cocking serrations don't stop around the switch. Also, as a 17, it's the campaign pistol prop, being used every time there's a pistol except Dunn's REX in the first mission and M9s used by the US scouts that you encounter later. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:33, 7 February 2014 (EST)<br />
<br />
== Second Assault Release Date & Naval Strike Weapons ==<br />
<br />
Given that Second Assault will finally be coming February 18th the addition of the Second Assault Weapons will be added these include:<br />
<br />
* F2000<br />
* AS VAL<br />
* M60-E4<br />
* GOL Magnum<br />
* DAO-12 (Armsel Striker)<br />
* Mk.19 GMG (mounted on the returning DPV vehicle in replacement of the M2 .50 CAL) <br />
<br />
Additionally EA and DICE have mentioned Naval Strike being released in late March. It also states an additional 5 new weapons, 2 new gadgets, an "amphibious attack hovercraft" and 4 new maps Lost Islands, Nansha Strike, Wave Breaker and Operator Mortar. <br />
Two of the gadgets stated for Naval Strike include a new grenade launcher attachment for the Assault called the 3GL (which leads many theories on it being the Metal Storm 3GL semi-auto grenade launcher) and a anti-helicopter projectile type mine used by the Engineer Kit. <br />
<br />
In a side note I'm also excited for the return for "Carrier Assault" which is DICE's re-imagined version of Battlefield 2142 Titan Mode. [[User:Draco122|Draco122]] ([[User talk:Draco122|talk]]) 16:35, 13 February 2014 (EST)<br />
<br />
== Potential Scar-H goof? ==<br />
I don't have the image to show it and I don't know much about the AAC 51T MITER, but I don't think a comp can be attached to the MITER. I noticed that the other day when I was customizing my Scar-H in the game. Can anyone can anyone confirm?<br />
[[User:DarksamuraiX1999|DarksamuraiX1999]] ([[User talk:DarksamuraiX1999|talk]]) 2040, 17 February 2014 (PST)<br />
<br />
== Naval Strike ==<br />
[http://blogscdn.battlefield.com/wp-content/uploads/2014/02/Battlefield-4-Naval-Strike-Hovercraft_WM1.png ARX-160 confirmed] as Naval Strike's AR. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 28 February 2014 (EST)<br />
<br />
Dat posture. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:52, 1 March 2014 (EST)<br />
<br />
:Yeah, why is the character gripping the magazine and the foregrip instead of the rear pistol grip and the foregrip? Weird. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 01:35, 1 March 2014 (EST)<br />
<br />
Added it in. [[User:Mance1462|Mance1462]] ([[User talk:Mance1462|talk]]) 01:00, 1 March 2014 (EST)<br />
<br />
The entirety of the NS content was added yesterday, guns, assignments, camos, etc. The ARX-160 appears as the "AR160", the PDW is the SR-2M as the "SR-2" (likely an oversight rather than intentionally different), the MG is the Shrike AAR as the "AWS", I nor any of the community on the forums could nail down the sniper rifle, which is a semi auto .338 called the "SR338" (not helpful), and finally the Rhino revolver appears as the "SW40" as the fifth weapon. Also, in the patch along with loads of balance changes and fixes, the ones relevant to this page are that the L85's rate of fire was reduced from 800 to 750 and burst mode was removed, and the QSZ-92 now correctly holds 20+1. [http://www.youtube.com/watch?v=I5-8Mnq_nNw NS stuff video.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:00, 5 March 2014 (EST)<br />
<br />
the SR338 appears to be this http://www.onlylongrange.com/badnews.asp --[[User:Anarchy66660|Anarchy66660]] ([[User talk:Anarchy66660|talk]]) 19:07, 5 March 2014 (EST)<br />
<br />
:That was suggested, and it's definitely close, but it doesn't quite look right to me. Then again we're just going by the outline picture at the moment. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:34, 5 March 2014 (EST)<br />
<br />
::I think it is supposedly an F&D Defense FD338. It is hard to confirm from just the outline, but looks like it could be a match to me. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:53, 5 March 2014 (EST)<br />
<br />
:::That's definitely it, nice find! The "SR338" name even makes sense now. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:04, 6 March 2014 (EST)<br />
<br />
== New pics ==<br />
<br />
So I just added a whole bunch of screenhots for guns in this section that didn't have any in-game shots, they are all in 1080p, enjoy, maybe, up to you guys/gals. <br />
[[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 05:57, 11 March 2014 (EDT)<br />
<br />
I'm also trying to unlock all of the Naval Strike weapons so i can add them to this page, you can help by friending me on battlelog and joining me on a near empty server so we can get those assignments done. My in-game name is Bob_Juan_Santos. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 06:01, 11 March 2014 (EDT)<br />
<br />
:Personally I wouldn't mind if all the screenshots were updated to this configuration. The load out/first person/sights in high resolution is a nice way to go. Good work on the page man! --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 13:31, 11 March 2014 (EDT)<br />
<br />
::I agree, it's a good setup and it looks great. I would love to help with screenshots, but I'm not even on next-gen yet, let alone PC. Some good shots of trademarks would be nice, I know the FN guns all have proper trades, and the HK guns do not (KH G36C, PO45C, etc), however the MP7 actually does have real trades. Also, you usually only see the left side of guns in the class selection and in first person, a bunch of guns don't have proper trades on the left, but do on the right side, like the P226, which has the correct SIG Arms trades on the right front of the frame. A lot of the DLC maps have strange default angles in the class selection, so if you went there we could see them from the right. Another thing worth noting is that while the U-100, which is in reality open bolt, uses the closed bolt mag system with +1, the model actually is open bolt if you look on the right side, and the reload animation implies it is as well, with the firm, loud pull back, but a softer, quieter push forward, as if there's no return spring for the charging handle and the player is simply pushing only the handle forward. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:02, 11 March 2014 (EDT)<br />
<br />
::: Yeah, love to take shot of guns on the other sides, except the game won't let you rotate that far, kinda sucks, and i'm kind too lazy to extra shots with the soldier holding it in loadout menu, which will rotate all the way to the other side. maybe when i get more sleep. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 18:52, 11 March 2014 (EDT)<br />
<br />
::::What I was saying was that they ''are'' rotated around to the other side on most DLC maps. The view is from the right, or in some cases, the front-ish. Also, you can zoom in on the models instead of just rotating them, I'm not sure of the button on PC, but for console it's clicking the right stick. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:51, 11 March 2014 (EDT)<br />
<br />
:::::You mean you have to be loaded on certain maps to do it? Huh, i've been doing them all in the training map. I'll check it out.[[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 20:17, 11 March 2014 (EDT)<br />
<br />
== Almost there ==<br />
So, I got a whole lots of pictures on the page but there are still weapons missing, since my knowledge with guns aren't that great as other people on this site, I was wondering if I could get some help. There are weapons in the game that I have no idea what their names are. They are the following: <br />
:Chinese MG on their buggy and tank<br />
:Chinese IFV main gun<br />
:Chinese Attack chopper's nose cannon<br />
:The weapon on the Chinese stationary and mobile AA<br />
:Cannon on the Russian mobile/stationary AA<br />
:The MG on the Russian T-90 tank, I don't think it's a KORD, but I could be wrong<br />
:The stationary rocket launchers for all 3 factions<br />
:Weapons on the AC-130<br />
I just need someone to make an entry (perferably with a real life picture) about these weapons so I can add in the in-game pics later, or, if you don't have the game but can ID the weapons, i can upload the in-game pics somewhere so you can ID them base on those. Your choice. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 15:17, 16 March 2014 (EDT)<br />
<br />
:The MG on the Chinese buggy is a QJZ-89, it actually says the name right on the gun. The rest I'm checking the BF Wiki for, it should be noted that they're very good about getting their weapons right, so these should be correct. The Coax HMG on the Type-99 MBT is also a QJZ-89, but the turret on top is fitted with a Type-85 HMG. Not sure what the Chinese IFV cannon is, nor the Helo nose gun, though the latter is listed as 23mm. The Chinese MAA has four Type-87 25mm cannons, while the Base AA has a single seven-barreled 30mm gun with a rate of fire of 5800 RPM, I don't think Wikipedia even has a name for it IIRC, Chinese weapons can be very hard to find into on. Both Russian AAs (same turret) have a pair of 2A38M 30mm cannons. I'm pretty sure both the turret and Coax HMG on the T90 are Kords, but I could be wrong. The stationary launchers are the American M220 launcher (BGM-71 TOW is the missile, not the launcher), Russian 9K123 missile system (9M133 Kornet is just the missile), and Chinese HJ-8 missile system. It should be noted that in the Chinese IFV is equipped with missiles as secondary, an HJ-8 missile is added to each side of the turret, but the missiles are just mounted on rails, no tubes. The AC-130's weapons are the GAU-12/U, L/60, and M102, one of each. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:20, 16 March 2014 (EDT)<br />
<br />
::Thanks dude, i'll get to work later. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 16:30, 16 March 2014 (EDT)<br />
<br />
:::Honestly, I haven't played the game yet, however judging by the description of the stationary CIWS system for the Chinese forces, could it be a Type 730, or it's more modern and (just merely) well known mobile derivative, the [http://pvo.guns.ru/images/other/china/ld2000/p3.jpg LD-2000]? --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 10:08, 17 March 2014 (EDT)<br />
<br />
::::Oh right, it ''is'' named LD-2000 in-game and looks just like that, however because it's AI-controlled you never see the name in game, but I know it's somewhere on Battlelog. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:12, 17 March 2014 (EDT)<br />
:::::Is it just me, or does that thing look suspiciously similar to the [[Media:Goalkeeper CIWS Type 22 Campbeltown.jpg|Goalkeeper CIWS]]? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:15, 17 March 2014 (EDT)<br />
<br />
== To Do List ==<br />
Ok, so as of right now the page is pretty much complete, with the exception of the Chinese attack chopper nose gun and the SR-2M. I still have to unlock the SR2-M, but once i get it the pic and entry will be added. If you guys have any request for pictures for the game, gimme a shout here. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 03:17, 23 March 2014 (EDT)<br />
<br />
:the Chiappa Rhino, Gol Magnum, M60E4, and SR338 need to be added as well.--[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 07:17, 25 March 2014 (EDT)<br />
:: oh right, those.... thanks for reminding me.... damn. Well, can't do rhino and SR338 until I unlock them, more than welcome to help me unlock those though. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 04:51, 26 March 2014 (EDT)<br />
:::no, sorry, my disc doesn't work on my Xbox... And even if it did, I have none of the DLC on my game, so... Sorry.--[[User:TW6464|TW6464]] ([[User talk:TW6464|talk]]) 11:54, 26 March 2014 (EDT)<br />
::OK, so the Rhino, m60, and GOL are in there, still missing are SR-2M and the FD338(SR338) because i don't have them unlocked, am i missing anything else? [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 02:08, 27 March 2014 (EDT)<br />
::Sr-2m is in the article too now. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 04:15, 2 April 2014 (EDT)<br />
::Sr338 has also been added.[[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 03:00, 8 April 2014 (EDT)<br />
<br />
== Single Player ==<br />
<br />
I understand that a lot of people play the multiplayer for this game. I am not a multiplayer person unless it is split-screen. But the Single-Player aspect of video games should not be ignored for this site. The campaign still has its fans. Just my two cents. - [[User:1morey]] April 6, 2014 7:20 PM (EST)<br />
<br />
:Yes, there are still "dinosaurs" out there who appreciate good singleplayer games. But when it comes to this wiki, it's not much of a consideration. All something like that needs is a note on each entry saying "this weapon is only available in singleplayer" or "this weapon is only available in multiplayer" for each weapon of interest. Or did you have something else in mind? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:59, 7 April 2014 (EDT)<br />
<br />
::That's about what I meant. Granted with a bit more detail. But yeah. - [[User:1morey]] April 7, 2014 9:17 AM (EST)<br />
<br />
:::Some sreencaps outside of the training island would be nice, kinda like how the Rising Storm page has all the Marine weapons shown at the same place, which is no bueno.<br />
::::what's wrong with the test range? It's the best place to show the guns in clear detail because it has bright lighting and light environment.[[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 23:34, 7 April 2014 (EDT)<br />
::::also it's alot easier to load into than finding a server with a specific map.[[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 23:36, 7 April 2014 (EDT)<br />
<br />
I'm one of those "dinosaurs" that Mazryonh is talking about who prefers SP, but I don't have the game (I refuse to play it because they cancelled MoH) nor any means to screencap from my PS3 even if I did. And besides, I don't play anything except RTS games on PC. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:07, 7 April 2014 (EDT)<br />
<br />
:Don't worry, I didn't mean to use the term in a derogatory fashion. Anyone who looks over my user page and reads the list of video game pages I've created and/or significantly contributed to will see that I like single-player-centric games. Anyway, I would still move that it become "standard procedure" for video game pages to feature screenshots of firearms taken in a variety of different ingame locations/situations if at all possible. Having them all taken from one location and/or situation is very boring to look at on a wiki page here.--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:31, 9 April 2014 (EDT)<br />
<br />
All the guns in single player are available in multiplayer, and a good amount of the guns in multiplayer is available in the single player. is there any specific gun you want me to make an entry of? [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 23:31, 7 April 2014 (EDT)<br />
<br />
A screenshot of each character with their main weapon would be nice, or some notable gun featuring moments in the campaign, like the REX handoff, Pac around the corner with his Glock 17 (it ''is'' a 17 in campaign), or the Marine that drags Recker inside holding an M9, stuff like that. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:26, 8 April 2014 (EDT)<br />
<br />
::I think i can get some of those request done but i'm just curious, what does this have to do with which guns are present in the game? since i can just take pics of those in the test range. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 00:38, 8 April 2014 (EDT)<br />
<br />
For the purposes of this site, all we need are guns, it doesn't really matter if in multi or single player, or which stage, unless it's something exclusive to one or another. Bob Juan, you've done a great job, and we really appreciate it. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 00:55, 8 April 2014 (EDT)<br />
::no problem. just wanna make this page as complete as possible, still got a few guns left to be put in there. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 00:58, 8 April 2014 (EDT)<br />
<br />
== To do list part 2 ==<br />
<br />
Just an update on what else needs to be done, here is a list of stuff that needs entries.<br />
:Chinese IFV main cannon on the turret.<br />
:Chinese attack chopper nose cannon.<br />
:Guns that are attached to jets<br />
:The main gun that is used on the US attack boat (possible a bushmaster m242) and the Rus/Chinese attack boat.<br />
:Any future DLC weapons.<br />
Help out with these if you can.[[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 03:01, 8 April 2014 (EDT)<br />
<br />
== Chiappa Rhino ==<br />
<br />
The fact that there is no animation for the hammer traveling back on the Rhino in-game is not incorrect. The real Rhino has an internal hammer. The exposed hammer is actually just a lever to activate single action and it snaps back into place after it is thumbed back. The outer "hammer" does not move when firing therefore BF4 depicts the operation correctly. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 16:51, 22 April 2014 (EDT)<br />
:You learn something new everyday! I assumed it was missing because the gun lacks the delay the other two revolvers have, and thus couldn't have one, thanks for the info!. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:54, 22 April 2014 (EDT)<br />
::No problem, always happy to share some knowledge! --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 23:19, 22 April 2014 (EDT)<br />
:::Oooh, didn't know that. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 14:06, 23 April 2014 (EDT)<br />
<br />
== Refreshing the page ==<br />
<br />
Hey, so I'm kinda bored right now and I was thinking of redoing most of the pics on this page in glorious 1080p resolution. I'll be keeping what the picture is intending to show such as reloading or pulling out the weapon, but it's all gonna be set in the test range and the weapons are gonna be the stock weapons. If anyone has suggestions/objections, please let me know. Thank guys/gals. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 01:19, 27 April 2014 (EDT)<br />
: done [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 23:10, 29 April 2014 (EDT)<br />
<br />
== News/Rumors about Dragon's Teeth ==<br />
<br />
So here's an article about the upcoming expansion:<br />
:http://mp1st.com/2014/05/09/battlefield-4-dragons-teeth-dlc-weapons/#.U21Rwa1dUmM<br />
From the looks of it these might be featured in the next DLC:<br />
: M-14 converted to a bullpup.<br />
: Mateba autorevolver.<br />
: .44 Desert eagle.<br />
: MscMillan CS5<br />
: SIG MPX, probably in .40 SW<br />
: Engineer's might get remote controlled bits with guns and grenade launchers<br />
: Support class gets a riot shield.<br />
Personally, I'm not too crazy about the Desert eagle or the Mateba since I feel there are way too many high caliber handguns in the game already, but variety is nice I guess. Also not too crazy about bots with guns either. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 01:16, 10 May 2014 (EDT)<br />
:I've been keeping up with this on the Symthic forums, that bullpup M14 is the SRSS Bulldog and it's full auto, the SIG MPX is indeed in .40 but the variant isn't known yet, the CS5 has its own proper suppressor, the Mateba is a .357, and the Desert Eagle is a .44 in black. Recon's new gadget is the MAARS Bot, fitted with an M240 and four M203s, straight from Medal Of Honor: Warfighter. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:20, 10 May 2014 (EDT)<br />
::I think the bot is gonna be in the engineer's arsenal, though I don't know how they are gonna balance it in terms of game play. unless they make it a battle pickup like the Barret .50 [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 03:59, 10 May 2014 (EDT)<br />
:::The files seemed to say Recon, but they can be rather confusing, so I'd say it's still up in the air for now; it could very well be Engy or something placed on the maps like BC2's UAV. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:19, 10 May 2014 (EDT)<br />
<br />
https://www.youtube.com/watch?v=0kZZAtMTGD4 --[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 13:46, 16 May 2014 (EDT)<br />
<br />
::::Oh God, please no Desert Eagle... And that bot sounds WAY over powered... [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:25, 16 May 2014 (EDT)<br />
:::::Now confirmed: the shield is a Support gadget and the RAWR Bot is an on-map pickup. And the Desert Eagle is probably going to be my most used weapon :D [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:07, 17 May 2014 (EDT)<br />
:::::: can you cite the official source of the confirmation? thanks. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 13:45, 17 May 2014 (EDT)<br />
<br />
Weapons in the game is to have a caliber .44 Magnum. It has to be comparable to the Taurus Model 44 revolver,. It has to be the same rate but a larger magazine because it has 9 rounds.--[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 06:38, 17 May 2014 (EDT)<br />
:8+1 hopefully, not 9+1? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 15:05, 17 May 2014 (EDT)<br />
::It has the correct 8+1, as well as fluting on the barrel, and does the exact same damage as the Taurus. On the technical side of things, guns really are given damage based on caliber, DICE creates a damage model and names it that caliber, then applies that caliber to all the relevant weapons. If, for some crazy reason, they changed the 5.56mm AR damage model to do 100 base damage, that would automatically apply to all 5.56mm ARs. The damage of the same caliber differs slightly per weapon class, however; a 7.62mm Carbine, AR, and MG will do the same base damage, but the Carbine will drop to the lowest damage at range, and the MG will have the most. DMRs have a higher damage model, and Sniper Rifles even more, but this basically represents the shooter's own precision, and thus increased lethality, and also makes them useful for gameplay. Just like there's the lower intermediate round damage model and higher full power round damage model for normal guns (ARs, Carbines, MGs), this also applies to DMRs and Sniper Rifles. The QBU-88 and SKS for DMRs and Elite and FY-JS for Sniper Rifles are the ones that use this lower model, as they should. Well then, this was a bit of a tangent... [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:14, 17 May 2014 (EDT)<br />
<br />
== Off topic ==<br />
<br />
So some of you might have noticed on the nets that Battlefield hardline has been announced following leaks of images that included weapon and vehicle icons as well as the title art. What is the policy here about starting a new article about a recently announced game? Because just based on some of the battlelog images, I can tell there's gonna be certain weapons in the game. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 22:21, 27 May 2014 (EDT)<br />
<br />
https://pbs.twimg.com/media/BophjO4IUAAYFc6.png:large [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 22:25, 27 May 2014 (EDT)<br />
<br />
https://pbs.twimg.com/media/Bopda38IgAA1hK7.png [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 22:26, 27 May 2014 (EDT)<br />
:So the next ''Battlefield'' is ... ''Payday''? They said the big unveil is at E3, so you might as well wait until then. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 03:36, 28 May 2014 (EDT)<br />
::We'll wait for the official reveal, since it's not that far away. The file names for the guns was leaked to, for example the G3 is actually a PTR-91 (as PTI-91), I'll try to find that list again but I can't seem to right now. Also, given the low amount of guns here, like one or two per category, this is likely the Beta build weapon set, with more in final. What the heck is that launcher next to the M2HB? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:53, 28 May 2014 (EDT)<br />
:::It looks like it is a [[SA-14 Gremlin]] but without the fire control module and with some kind of mounting bracket on top for fitting it to either a fixed launcher or vehicle. I have never seen a mount like this in real life though, it looks like it is for fitting to aircraft but the only aircraft I have seen with them are helicopters that have them mounted on quad racks with a different attachment system. To me it seems like this image is all vehicle mounted items, like the pod on the right hand side which is an FN HMP-250 containing an M3M. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 07:51, 28 May 2014 (EDT)<br />
<br />
Here's a recently leaked video of the game, codenamed Omaha. http://vimeo.com/96688347 , looks kinda fun. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 14:47, 28 May 2014 (EDT)<br />
<br />
== Hardline ==<br />
<br />
Just started the page, I'm waiting for the beta to drop for me so i can get some pics and gun info in there, for now the articles contain guns i've seen from trailers. http://www.imfdb.org/wiki/Battlefield_Hardline [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 00:41, 10 June 2014 (EDT)<br />
<br />
== Dragon's Teeth ==<br />
<br />
Alrighty, got all the pics up for the dragon's teeth DLC weapons:<br />
<br />
Mateba auto revolver<br />
<br />
Desert eagle<br />
<br />
SIG MPX<br />
<br />
M-14 Bulldog<br />
<br />
McMillan CS5<br />
<br />
M203 on the RAWR<br />
<br />
[[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 00:55, 18 July 2014 (EDT)<br />
<br />
== P90 rail? ==<br />
<br />
Did anyone else notice, at least on the PS3 version, that when a laser or flashlight is added to the P90, it doesn't mount the accesory on the side, it extends the top rail and mounts it in front of the sight. What's up with that?-Gunner5<br />
<br />
:Uh, yeah, I don't know :/ A lot of guns do weird things with rails, but the P90 is definitely the weirdest. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:42, 20 July 2014 (EDT)<br />
<br />
== MTAR-21 ==<br />
According to the game files, which pay a lot of attention to ammo types, this fires the 5.56x30mm MINSAS round (the file name is quite literally "556x30mmMINSAS"), making this the Indian-made Zittara. It's the only gun in the game to use the round, and it was added specifically for this gun. Yes, the listed ammo type is wrong, but it was wrong anyway since it looks like it should be the 5.45mm version. The only thing I can't find any pictures or info on is if the magazines are the same as 5.56x45mm, or if they're shorter lengthwise. Anyone know? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:51, 20 July 2014 (EDT)<br />
<br />
== 3GL ==<br />
<br />
Is it confirmed that the "3GL" in-game is a simple M320 with a 3-rd capacity? Otherwise, the [[Metal Storm Weapons#Metal Storm 3GL|Metal Storm 3GL]] should be added to the main page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:35, 27 August 2014 (EDT)<br />
:[https://www.youtube.com/watch?v=06FiX8F0Mao Here] is a video that shows both the M320 and the M320 3GL, and to me it looks like they share exactly the same model. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:26, 27 August 2014 (EDT)<br />
::Alright, thanks man. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:49, 27 August 2014 (EDT)<br />
:::It's a Metal Storm 3GL in all but the reused M320 model. At the very least, the real 3GL should be mentioned on the page in the M320 section. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:00, 28 August 2014 (EDT)<br />
::::I'm gonna add it. If anyone has good screenshots and it turns out to be same model then he can simply remove it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:36, 28 August 2014 (EDT)<br />
:::::That video above clearly shows that it is just the same model as the standard M320. It is even reloaded in the same way, by opening the barrel to the side (the 3GL barrel slides forward to reload), removing an empty case (which the 3GL doesn't leave behind), and inserting a single round (as opposed to the 3 rounds of the 3GL). The real 3GL can be mentioned and pictured in the article, but should only be in the M320 section as a reference for how it '''isn't''' actually a 3GL. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 05:48, 28 August 2014 (EDT)<br />
<br />
== Final Stand Metal Storm turret ==<br />
<br />
Not sure if this is mentionable or not, but the "SC-42" stationary emplacement in Final Stand is very similar to the 36 barreled Metal Storm prototype and fires 40mm ammunition like the RWS.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:09, 27 September 2014 (EDT)<br />
<br />
:I don't know much about Metal Storm stuff, but I do think all the weapons in Final Stand should be on the page. Just in case anyone would be opposed, we have plenty of articles here with near-future and/or prototype firearms, like the Crysis series and various animes like Ghost In The Shell. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:32, 28 September 2014 (EDT)<br />
::Except nearly all the new weapons in Final Stand has no analogue to real life guns, or else I'd have put it in already. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 17:10, 29 September 2014 (EDT)<br />
::New weapons, as far as I can tell, Rail gun, Metal Storm variant, Multiple Kill Vehicle with a three barrel rotary cannon.[[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 17:12, 29 September 2014 (EDT)<br />
:::I'm pretty sure the MKV's gun is the Viper's M197 nose cannon, though functionally it's an M134. Given that the Railgun is the only one left out, I think it should be mentioned. If we had a whole bunch of completely fiction weapons maybe not, but one should be fine, and it still works very firearm-like. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:26, 30 September 2014 (EDT)<br />
::::well then, I take a picture and all that when the DLC comes out, right now I have no access to CTE. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 03:07, 1 October 2014 (EDT)<br />
<br />
== Seems to be it for now ==<br />
<br />
Unless I missed something, I think this page can be officially labelled as complete, unless DICE decides to release more weapons in any future DLC. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 10:14, 25 December 2014 (EST)<br />
<br />
== PS90 ==<br />
<br />
I've noticed in some pics that attaching the heavy barrel on the P90 it will turn to the PS90 [[User:James Dalcan|James Dalcan]] ([[User talk:James Dalcan|talk]])<br />
:But it's still has full-auto, so it's just a P90 with a 16" barrel. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:08, 13 January 2015 (EST)<br />
::Just because it's full-auto doesn't make it a P90, considering that several weapons in gaming have a different fire mode from their real life counterpart. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:30, 14 January 2015 (EST)<br />
:::I believe the PS90 in Payday 2 has an entry as a heavy barreled mod of the P90 in that game.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:59, 14 January 2015 (EST)<br />
::::In Payday 2 you can actually use the semi auto block so it can actually have the real only semi-auto of the PS90, but still, I think it should be added though, It's like saying the SG556 is a SG553 because it shoots in full auto (*Cough* CS:GO *cough*) [[User:James Dalcan|James Dalcan]] ([[User talk:James Dalcan|talk]]) 08:47, 19 January 2015 (EST)<br />
:::::It's a standard P90 with a PS90 barrel fitted. Both UMPs and the Mx4 also get longer barrels with the Heavy Barrel attachment. Along with these, the Unica and Desert Eagle have unique Compensators, PDR mounts lights and lasers into the gun, UTS-15 uses its built-in light and laser as well, CS5 has its unique Suppressor, F2000 has its optic, and (outside the MG and Sniper Rifle categories) FAMAS, QBZ-95, QBZ-95B, QBB-95, and QBU-88 have unique Bipods. The M1911, M44, and Unica also all use unique scope mounts for the 3x Scope (and all optics for the Unica). I believe that's all the unique attachments. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 04:24, 21 January 2015 (EST)<br />
<br />
==Handguns==<br />
<br />
I don't know why, but the handgun stance bothers me. Does it bother anyone else? It looks as though you're pointing slightly down and to the left with every weapon. Also, the Desert Eagle seems to be quite a bit longer than it should be. I have an airsoft 1:1 scale replica of the .50 AE version and I've handled the .44 version; either the gun is too long or every player character has really small hands.<br />
:If anything, the same reload animations with a magic slide release bother me a lot more (sans the handcannons).[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:11, 26 January 2015 (EST)<br />
::I hadn't noticed the slides, mainly because my computer can't run either this or BF3; I also forgot to sign that last post.--[[User:Godzillafan93|That&#39;s the Way It&#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:31, 29 January 2015 (EST)<br />
<br />
== The Chinese APC and Helicopter auto-cannons? ==<br />
<br />
Are we still unclear on those? [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 15:09, 19 February 2015 (EST)<br />
<br />
== New weapon pack ==<br />
<br />
From jjju's Twitter, [https://pbs.twimg.com/media/CA0GycVUwAA_RiP.png:large AN-94 confirmed] (lower right), and [https://pbs.twimg.com/media/CA5x2bRXEAICZK7.png:large a shotgun] I can't ID. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:49, 24 March 2015 (EDT)<br />
<br />
Levelcap's got a video of the guns [https://www.youtube.com/watch?v=Q_-yaIJw8_c here]. Also, it's not a shotgun, but a chopped lever-action rifle. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 09:22, 2 April 2015 (EDT)<br />
<br />
:Yeah I've been all over the new weapon stuff for the last week or so, and it's [http://www.grizzlycustom.com/pagephotos_old/grizzly_custom_guns_tactical_marlin_1894_package_picatinny_rail_forend_scout_2.jpg this], but short barrel/stock, in .44 Magnum, and 5+1. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:40, 2 April 2015 (EDT)<br />
<br />
::Roughly a month until the next retail patch, which if you haven't been following is absolutely filled to the brim with weapon rebalances and fixes; we'll save the changes for when it goes live, but I'll share some of the relevant fixes here. Shrike AAR and CZ-75 got their missing round, ACE 23 35+1, Steyr Elite 10+1, QBB-95 75+1, M40 5+1, CS/LR4 5+1, Glock 18 17+1, "93R" 15+1, MPX 30+1, U-100 30+1 (and the new L86 is also going to be 30+1), "RPK-74M" corrected to RPK with 7.62x39mm and 40+1, "L96A1" corrected to .338 and 5+1 because it's really an L115A3, RPK-12 and QBB burst mode, LSAT semi-auto, no burst on MTAR, G36C/UMP9/UMP45/CZ-805 2-round burst. Oh and also the new bullet flight model where instead of spawning from the centre of your camera like most FPSs, '''they spawn below it at barrel-height and travel slightly upward, and are zeroed with the second zero point.''' Be excited! [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:14, 25 April 2015 (EDT)<br />
<br />
:::These Fix are really nice! --[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 23:44, 25 April 2015 (EDT)<br />
:::::: I just hope they fix the AR-160 to where it isn't shrunken. [[User:Majorcamo|Majorcamo]] ([[User talk:Majorcamo|talk]]) 18:30, 10 May 2015 (EDT)<br />
::::There better be some downside added the Ace 23 if it gets 5 more rounds.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:13, 26 April 2015 (EDT)<br />
<br />
:::::Yep, the ACE has a higher first shot recoil multiplier and slightly more horizontal recoil, along with correcting the reload timer to better line up with the animation (which makes it a bit longer). I'll link the patch notes whenever it's all compiled into one list, but there are a ''lot'' of recoil/spread/spread increase/FSM/muzzle velocity/etc changes along with this, I just don't want to clutter the IMFDB page with gameplay elements. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:20, 26 April 2015 (EDT)<br />
::::::This sounds awesome, my gun OCD can be at a bit more rest now. :o Where can I see these notes? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]])<br />
:::::::[http://forum.symthic.com/battlefield-4-technical-discussion/9057-updated-26-4-current-main-bf4-vs-cte-spring-patch-3-changelog/ Here] (and an [http://forum.symthic.com/battlefield-4-technical-discussion/9057-updated-26-4-current-main-bf4-vs-cte-spring-patch-3-changelog/index2.html#post289932 easier to read version]). This does not include the damage model changes, info on the bullet spawn system, and some others, but I'm pretty sure it's everything else and up to date with the Spring Patch content. There will definitely be an all-inclusive list done when the patch goes live, and I'll link it then. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:04, 11 May 2015 (EDT)<br />
<br />
== Some little details I noticed ==<br />
<br />
I might add more later depending on what I find. Also in regards to that recent weapon update, they finally canted the An-94's mag! <br />
<br />
http://imgur.com/a/sdMGh<br />
<br />
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 21:37, 28 April 2015 (EDT)<br />
<br />
:The Upcoming Weapon Crate weapons are beautifully modelled, textured, and animated. In fact, for the first couple weeks the Groza-1 reused the Groza-4's 9x39mm 20-round mag, but because it was wrong they actually redid the model, reload animations, and lineart for it. The dedication to the weapons and authenticity isn't surprising when these are the same guys that did the two recent Medal Of Honor games. Also, a significant amount of weapons have interesting trademarks and similar on the less-seen right side; the P226 comes to mind. Some maps, I think mainly the China Rising ones, actually have your customize camera on the right side, which is helpful. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:44, 29 April 2015 (EDT)<br />
<br />
::Oh sweet. Well, I think I'm gonna try to get 3rd person shots of all the weapons if I have time since I have a way to get them. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 03:55, 7 May 2015 (EDT)<br />
<br />
== Spring 2015 Patch guns ==<br />
<br />
The picture of the 5 new weapons are in, go nuts ladies and gents. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 21:58, 18 June 2015 (EDT)<br />
<br />
== PSO-1 Scope ==<br />
<br />
This is something I been meaning to ask for a while but forgot to. Is there a such thing as a PSO-1 scope that can mount directly to a picatinny rail like the one in BF3/4? I tried searching around but couldn't find anything. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:24, 23 June 2015 (EDT)<br />
:I did some googling myself, but I didn't find anything suggesting that PSO-1 scope could be directly attached onto rails. It could be an airsoft thing or just made up. In pretty much every picture I found it was always attached to the scope mount on AK's and SVD's. --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 06:00, 23 June 2015 (EDT)<br />
<br />
== L85A2/L86A2 charging handle slap. ==<br />
<br />
As can be seen here at 0:44 https://www.youtube.com/watch?v=SyygTCsJ9T8&list=PLe3QFmVFd9xKvci9UwzSmzFsIyIWJ_Iac&index=6 and here at 01:37 https://www.youtube.com/watch?v=RYdEIjyXWP0 (sorry but i still don't know how to embed links) when you're done reloading the guns, you give the charging handle a karate slap. Is there any point to that or is it just there for the sake of it? Seems kinda unnecessary--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:31, 24 June 2015 (EDT)<br />
:That is the standard procedure for the SA80 weapons, it is a "forward assist" and it makes sure the bolt is fully in battery. It serves the same purpose as the forward assist plunger on the AR-15, which needs a special button due to the non-reciprocating charging handle (hitting it forward would do nothing). It isn't really necessary with the A2 guns, it is a hold over from the A1 series but it is still in the manual so it is still done. However, the animation has the player releasing the bolt by pulling it back slightly which is not the proper way. There is a bolt release catch on the left side of the gun behind the magazine well, so the thumb of the hand inserting the mag just needs to reach back and flick it down to release the bolt. With this method the forward assist would be pretty much pointless, as the bolt is being release under full spring pressure as opposed to possibly being ridden forward slightly if done by hand like in the animation. I can understand why the did it this way by working the bolt though as using the catch wouldn't really be visible due to being too far back and low. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:29, 24 June 2015 (EDT)<br />
::As for embedding links, you just use single square brackets with a space between the URL and the desired text, so for example this code:<br />
::<nowiki>"As can be seen [https://www.youtube.com/watch?v=SyygTCsJ9T8&list=PLe3QFmVFd9xKvci9UwzSmzFsIyIWJ_Iac&index=6 here] at 0:44 and [https://www.youtube.com/watch?v=RYdEIjyXWP0 here] at 01:37</nowiki> <br />
::Will give you this:<br />
::"As can be seen [https://www.youtube.com/watch?v=SyygTCsJ9T8&list=PLe3QFmVFd9xKvci9UwzSmzFsIyIWJ_Iac&index=6 here] at 0:44 and [https://www.youtube.com/watch?v=RYdEIjyXWP0 here] at 01:37 <br />
::You can also make it so that the URL link to the Youtube video will start at a specific time if you want. To do this, pause the video where you want it to start and click the share tab under the video and there will be a little tick box which says "Start at:whatever time", and if you tick this then it will modify the URL in the box above so that when you click on the link it takes you to the right point in the video. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:37, 24 June 2015 (EDT)<br />
---Thanks for the answer and help with links!--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:58, 25 June 2015 (EDT)<br />
<br />
::There's a bolt catch by the mag well? I thought it was the little green lever on the right side, just below and behind the ejection port. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:27, 25 June 2015 (EDT)<br />
:::That is the bolt hold open latch, which you push downwards when holding the bolt back to manually hold the action open (for example during an NSP). The way you are meant to use that is the retract the bolt with your left hand by reaching over and push the catch down with your left thumb. It is a lot more awkward with the straight pull bolt action L98A1 cadet rifle though, for that you have the pull back the bolt with your right hand, jam the rifle into your shoulder and reach under the gun with your left hand to reach it. The bolt release catch is a separate switch located on the left side of the gun slightly above and ahead of the selector switch. It is can only be used to release the bolt, not hold it open (thinking about it, it just occured to me that I have never tried releasing the bolt by pushing the hold open catch on the right side of the gun upwards, but that would probably work as well), either at the end of an NSP, making ready after a stoppage drill, or after a reload where the bolt was held open on an empty mag. If you look at the picture below you will notice that there is a very subtle cutout in the bottom edge of the cheek rest about 1/3 of the way back, this is for the bolt release which is the little square switch directly beneath it:[[File:L85A1 left side.jpg|thumb|400px|none]]On the topic, this is one of the ways that you can tell a real gun from some replicas, for example this L86:[[File:Image-SA80-L86A2.jpg|thumb|400px|none]] Notice that the position that the bolt release should be just has an empty hole, and the switch had been relocated father back with a corresponding different position of the cutout in the cheek rest. I have no idea why, but some airsoft replicas do this for some reason. The other way that you can tell that this is a replica is that you can see some random gubbins through the cooling slots in the receiver, whereas on a real gun this is just clear space above the barrel so you should see through to the other side ([[media:SA80-L86A1.jpg|example]]).--[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:30, 25 June 2015 (EDT)<br />
<br />
:That's... really strange. Definitely won't be able to un-see that issue on the airsoft ones though. BF4's reloads do exactly what just occurred to you: pushing up on the bolt hold open latch. The combination of no civilian SA80 series firearms (that I'm aware of, it seems unlikely) with the airsoft ones not understanding that the bolt release exists means the idea that the bolt hold open is also the bolt catch isn't a terribly unreasonable one, and it seems even the well-informed-on-firearms DICE LA guys think so as well. What's interesting is when I asked AnimationMerc, their weapon animator, about the L86's different style (reaching under), he said he had fairly recently been informed this is the taught method, and even linked a couple videos of them being reloaded like this. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:14, 26 June 2015 (EDT)<br />
::In what way does the player "reach under" with the L86A2? In [https://youtu.be/RYdEIjyXWP0?t=1m36s this] video it looks like they do it totally correctly, using the bolt release on the left side whilst reaching over for a forward assist (it is still taught to do a forward assist after releasing the bolt despite being pointless, assuming the gun is cycling normally). As for the strangeness of having the bolt hold open and release being separate, it actually makes sense on a bullpup of this design. The bolt hold open must be within reach of the bolt handle when retracted in order to use it (assuming you are doing it reaching over with the left hand keeping your right on the pistol grip at all times), whereas it is much quicker to release the bolt during a full reload if it is on the left side of the gun (and you can keep it into your shoulder the whole time looking down the sights if you so desire, as opposed to having to take it out of your shoulder and tip it over). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:55, 26 June 2015 (EDT)<br />
:::Oh, and as for the no civillian thing, there actually was one, although it was very limited I believe. A company called Prexis I think made a kit for a semi-auto version called the PL-85. It is basically identical with the exception of having a different, shorter flash hider which wouldn't accept a bayonet. I believe that this is another case where one of our stock images is slightly wrong, with this one for the L85A1 actually being a PL-85:[[File:Sa80-l85a1.jpg|thumb|400px|none|]]The basic rule seems to be that if you ever see an image of an SA80 series gun with iron sights, you should be suspicious of it as the majority of the images of real ones will have a SUSAT. L85s are sometimes used with just irons (never L86s or L85s with UBGLs though) but they tend to be less common out in the world. These days they are only really used only by non-coms, or historically sometimes by Royal Navy and Royal Marine board and search teams due to concerns about spray and condensation inside the optics (this doesn't seem to be the case any more though as they tend to favour the L22A2 which can only use a SUSAT along with standard SUSAT'ed L85A2s). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:12, 26 June 2015 (EDT)<br />
::::Speaking of L85's. In some games i've noticed that the charging handle is a round knob instead of the almost-half-moon shaped handle on the A2's. Is that round knob on the older variants of the SA80's or what? Also, from what i understood of what you wrote here, there is no reason to pull the charging handle on an SA80 rifle? One should always use the button thing?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:22, 26 June 2015 (EDT)<br />
:::::If the charging handle is knob and not the comma shape, it is actually an A1 derivative.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:34, 26 June 2015 (EDT)<br />
::::::99.999% of the time that is true, although I did once see an A2 rifle that had all of the A2 features (and was stamped A2 on the receiver), but for some reason it was fitted with the old round bolt handle. I don;t know if this was a replacement part from old stock or it was somehow forgotten about by H&K on that particular rifle, but either way I have seen a least one like this. Unless a game is such that the player cocks a weapon when it is first drawn or picked up, there should be no reason that you would ever see the cocking handle being used in a video game scenario. IRL you use the charging handle to lock the bolt back to check the weapon is clear either during an unload or an NSP, to load an empty weapon, or during a stoppage drill. During a full reload the bolt will hold open on an empty mag so just needs to be released with the bolt release catch without touching the charging handle. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 14:27, 26 June 2015 (EDT)<br />
:::::::Alright, although what does NSP mean?<br />
::::::::British military jargon, short for "Normal Safety Procedure". It is what you do when first picking up a weapon to know whether it is loaded or not, and what you do if you are giving the weapon to somebody else. You check the safety is on, pull back the cocking handle and lock it back with the bolt hold open, check the action is clear, let the bolt go forward by pressing the bolt release, disengage the safety, pull trigger, reapply safety, check selector is set to "R" (for "repetition", means semi-automatic), close dust cover. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:08, 26 June 2015 (EDT)<br />
:That is odd, cause in BF3 they just used the bolt release. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 21:51, 26 June 2015 (EDT)<br />
<br />
== M60E4 ULT ==<br />
<br />
With the release of the community map update, the Battle pickup variant of the M60E4, ULT variant has been added to the game. The only difference with the base game M60 and the ULT is that the ULT carries a max 150 rounds, cannot reload, and fires frag rounds with higher damage than the base game M60, and that that you cannot ads the M60 ULT.<br />
:Holy dicks does that sound amazing! Now all we need is an AA-12 with frag rounds, fuck that USAS.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 06:09, 8 November 2015 (EST)<br />
:Pictures are uploaded by the way. [[User:Bob juan santos|Bob juan santos]] ([[User talk:Bob juan santos|talk]]) 00:56, 11 November 2015 (EST)<br />
<br />
== Guns with permanent camo are now fixed ==<br />
<br />
Because I don't want to tediously copy-paste all the links, you can see them, with pictures, [https://www.reddit.com/r/Battlefield_4_CTE/comments/3rymal/you_can_now_remove_the_default_paint_from_the/ here]. Feel free to use my screenshots if you guys want, though waiting for this to hit retail in the Winter Patch will let you take screenshots that don't have the CTE watermark. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:39, 23 November 2015 (EST)<br />
:Never really thought that those skins counted as, well ''skins''. Cool i guess.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:50, 23 November 2015 (EST)<br />
::Cool. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:16, 23 November 2015 (EST)<br />
<br />
== Galil ACE ==<br />
<br />
Aren't all the Galil ACE rifles used in this game actually the ACE N variants? (N 21, N 23, etc.) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:59, 16 December 2015 (EST)<br />
:It's uncertain at the most as ACE N lower receiver has an AR15 type magwell, whereas the ingame models appear to be genuine Galil ACEs with STANAG magazines shoved inside of them. IMO it's like the FAMAS from Far Cry 3.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:28, 16 December 2015 (EST)<br />
::Eh, you're right, I didn't know about the magwell (the full-length picatinny rail on top was the main element that could possibly make it an ACE N). In this case then, I will fix the info in the BF Hardline page, which states that the "CAR-556" is an ACE N 21, even though it has a genuine ACE magwell. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:11, 16 December 2015 (EST)<br />
:::I realized this leads to some weirdness as the original (Colombian?) style ACEs that feed from the earlier Galil magazines don't appear to have magazine BHO functionality, but then again the 5.56 ACEs in these games do feed from STANAGS.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:42, 12 August 2020 (EDT)<br />
<br />
== Why Colt? ==<br />
<br />
Both the M4 and M16A4 are listed as "Colt M16A4" and "Colt M4". Given that Colt hasn't been making M16A4s or M4s for the US military for a LONG time, shouldn't we rename them to "FN M16A4", and "FN M4"?--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 08:59, 21 March 2016 (EDT)<br />
:A long time being [http://gearscout.militarytimes.com/2012/04/20/us-army-places-order-for-24000-m4-carbines-with-remington/ four years]? Seeing how we have no idea if the game devs used a Colt or Remington M4, or maybe even an M4gery, as their model, I'm okay with just listing is as "M4 Carbine". --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:11, 21 March 2016 (EDT)<br />
::Okay, never mind. For some reason I thought I'd heard, at least with the M16A4s for the marines, that FN had been producing them. Maybe it was different between the army and marines, (The only pictures of legitimate M16A3s I've ever seen have had FN markings on them.). Either way, I just thought constantly adding "Colt" to the name was a bit redundant.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 11:55, 21 March 2016 (EDT)<br />
:::I don't really have a problem with colloquially referring to them as Colts, as they were the people who originally designed the weapon. Having said this, there is no real need to explicitly say Colt, particularly as we don't label other guns with the manufacturer like "Springfield Armory M14" or "AAI M203". As for who else has made them, it wasn't until 2012 that others started making the M4A1, but M16A3s and A4s had previously been made by other companies such as FN and Sabre Defence. In fact companies other than Colt have been making M16s for the military since the 60s, GM made about 500,000 M16A1s during Vietnam and H&R made about 250,000. Also, I doubt that it would ever by correct to refer to a rifle as an "FN M16A4" as it is highly unlikely that the person who is modelling the gun is actually basing it off of a current newly produced service rifle. Even if something has stock footage of soldiers with real military rifles, without the markings being visible there is no way that you would know for sure if they were FNs as rifles from all different manufacturers are still used. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:28, 21 March 2016 (EDT)<br />
::::Commando, you seem to know everything, are you some type of human wikipedia?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:51, 21 March 2016 (EDT)<br />
:::::With that in mind, should we list the M16A3/A4 in the [[FN Herstal]] page? I guess yes, we have the M16A4 in the [[U.S. Ordnance]] page after all. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:53, 8 December 2016 (EST)<br />
<br />
== Clean-up, reformatting, adding screens yada yada ==<br />
<br />
Alright, If i find the time in my moderately busy schedule I'm considering doing a clean up of this page. Basically doing what I did with the Payday 2 page, adding proper screens (this page is really lacking in that area) reformatting the page so the weapons are in the order they're unlocked and not whatever order they are in now and fixing and improving various other things. If somebody could lend a hand in this little event , would be nice, since there are a lot (as in A LOT) of guns to cover.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:40, 1 August 2016 (EDT)<br />
:It's in alphabetical order, as per site standards. It works better for a lot of guns that don't appear in a set order, plus there's the guns you unlock from the singleplayer and DLC you just get that have no unlock order. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 02:43, 2 August 2016 (EDT)<br />
::Well, in the game i've played for 130 hours all the guns are ordered in a list in the loadout menu in the multiplayer. That goes for the SP unlockable weapons and the DLC guns.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 03:28, 2 August 2016 (EDT)<br />
:::I'm not against improving the page, and while sometimes in-game orders can work well, I don't think this is an example of that. The in-game order is very arbitrary, there's no real sense of logic to it. However, splitting up the ARs and BRs would be nice, given that half the weapons on the page are in one giant list. Also, if someone is redoing screencaps (which I cannot), please use the camo-less camo on those dozen guns that have a preset camo by default. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:22, 3 August 2016 (EDT)<br />
::::Just curious but what platform do you play on, Snow?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:45, 7 August 2016 (EDT)<br />
:::::Xbox One. I mean, I can technically screencap, but it's a pain to save a large number, and the PC ones would look better anyway. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:57, 8 August 2016 (EDT)<br />
::::::I play on both actually, it's not really any more difficult to get screenshots from your profile on Xbox.com and post them here; I've done that for GTA, Red Dead Redemption, and the Type 73 pic on this page.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:00, 9 August 2016 (EDT)<br />
:::::::This is true, I'm certainly up for grabbing a few if someone wants help with specific things. And on a more general note, I have every single weapon's base attachments unlocked, and a ton of other-faction scopes for most of them as well. Also, you can remove the emblem from weapons entirely by making your emblem a single transparent layer, that's how mine are right now. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:21, 13 August 2016 (EDT)<br />
720p hruhurhur--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:46, 8 August 2016 (EDT)<br />
Alright, we'll stick to the order it is in right now. I can get to splitting up ARs and BRs (should we get a carbine section?) As for the camo thing, i checked the CS/LR4 in the loadout menu (which had that permanent camo thing going on) and i couldn't see any option to change it to a not-camo finish.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:46, 3 August 2016 (EDT)<br />
:Bottom of the Miscellaneous section for [https://www.reddit.com/r/Battlefield_4_CTE/comments/3rymal/you_can_now_remove_the_default_paint_from_the/ these 12 guns]. I bothered DICE LA's weapons guy about this for a couple months, or rather I brought it up and he kept trying to find the time to do it, and actually did, so it would be nice if somewhere like here that exists to show off the guns made use of it. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:43, 3 August 2016 (EDT)<br />
::That's some power right there. Can you bother them again so they can get around to animated the guns for Battlefield One instead of Visreal or Visrael or can't-animated-at-all studios?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:48, 3 August 2016 (EDT)<br />
:::DICE Sweden and LA are doing BF1, and I'm not sure what you mean about the animations, they all look great to me, certainly all correct in a technical sense. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:31, 3 August 2016 (EDT)<br />
In a technical sense sure, but they're crap in a sense that they look very strange. The way characters move their hands and arms during a reload make it seem like you're playing a character with bones made of noodles. Can't really describe it, it's the uncanny valley of FPS animations.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:56, 4 August 2016 (EDT)<br />
:Well, except for the C96 and Luger slides locking back in all the animations, and rather weirdly at that. Just look at it, seems really janky. https://www.youtube.com/watch?v=byl8Nou3nxs --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 21:42, 4 August 2016 (EDT)<br />
::That's what i was going for, they look so weird. BF4 didn't have the best animations ever at all times (in the vanilla game that is) but they did what they had to do and looked alright. In BF1 the anims look they were made by the Hardline studio, janky jank deluxe.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:09, 5 August 2016 (EDT)<br />
<br />
== Are they really M16s/M4s? ==<br />
<br />
So I've looked closer at the model for the mentioned firearms and I've noticed that both rifles have safe/fire selectors instead of safe/semi/burst. I also noticed that neither of the rifles have bayonet lugs and the M4 lacks that cut on the barrel. Doesn't this mean that they are modeled after some civilian AR? And if that is the case, which AR would that be?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 11:43, 26 August 2016 (EDT)<br />
:Most likely forgot about the selectors and the bayonet lugs. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:13, 26 August 2016 (EDT)<br />
::That seems really dumb, but i guess it's not unlikely.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:09, 26 August 2016 (EDT)<br />
:::I guess you'll have to ask whoever modeled these things back in 2011 for BF3.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:15, 26 August 2016 (EDT)<br />
::::Well the DICE office is actually not that far from my apartment, it's slightly less than 1 km. Maybe i should visit?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:20, 26 August 2016 (EDT)<br />
:::::Also, I'm pretty sure that the model for both weapons had actually been modeled for MOH(2010), and were just retextured for BF3(albeit with a cloth wrap on the stock) and BF4. Also, do note that the M16 lacks the M203 attachment cutouts at the front of the handguard, which are present on the [https://upload.wikimedia.org/wikipedia/commons/b/b4/USMC_M16A4_Rifle.JPG M5 RAS] currently issued to the USMC (Why do I think that those cutouts make the handguard look so cool?), so maybe it was based on a civilian AR with a [http://i142.photobucket.com/albums/r89/cmdebate/91519ca4.jpg~original MI drop in RAS?](Pic isn't mine)--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 20:00, 16 October 2016 (EDT)<br />
[[File:BF4 M16 left.jpg|thumb|600px|none|Also note those disgusting finger grooves. (You mean the Ergo pistol grips?) <they're about as "ergonomic" as finger grooves.]] <br />
[[File:BF4 M4 left.jpg|thumb|600px|none|]]<br />
<br />
== Flare gun ==<br />
<br />
So there's also this mystery flare pistol that Garrison give Pac in the Singapore chapter of the campaign, any ideas on what it could be?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:17, 27 August 2016 (EDT)<br />
[[File:BF4flaregun.jpg|thumb|none|600px]]<br />
:It's the MP-412 REX with a tube covering the barrel and cylinder. I knew it was an altered REX the moment I first saw it in the cutscene. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 18:26, 27 August 2016 (EDT)<br />
::BTW Gumby, do you have all weapons unlocked? If that's the case, could you add new screens for the SR-2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 19:04, 27 August 2016 (EDT)<br />
:::Yep, beat me to it, Mr. Wolf. I was always pretty confident it was a REX. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:39, 27 August 2016 (EDT)<br />
::::Not on the PC version unfortunately, I don't have much time now that I'm back in school. If you want, shoot me a Battlelog friend request, it's "AgentGummby" with an extra "m", and we could unlock it in an empty server probably.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:42, 30 August 2016 (EDT)<br />
Since you live in america finding a good time to play might be tricky, but i'll figure it out.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:07, 31 August 2016 (EDT)<br />
<br />
== Revolver reloads ==<br />
<br />
I've noticed that the Taurus Model 44's reload animation uses the "stressfire" technique. That's pretty neat, as it's the only game I've ever seen where that technique appears. It appears that the Chiappa Rhino's reload resembles the stressfire more than it does the FBI technique, with the Mateba reload being a lot closer to the real FBI reload.<br />
<br />
On another note, I notice that the Desert Eagle entry mentions that the thumbs-forward grip "isn't the best grip since the size of the pistol means that most of the lower grip isn't held at all.". I really don't think that's the case, as there's a reason that a high grip is always recommended when shooting a handgun. That, and the thumbs-forward grip is just about one of, if not ''the'' best grip you can use for a handgun, although that's subjective for some people. --[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 18:17, 3 May 2019 (EDT)<br />
:Yeah, they also used the stressfire technique on the Taurus in BF3 and Hardline, as well as on the Smith & Wesson 327 R8 in Hardline. Now the technique that I haven't seen in a video game yet is the "universal" revolver reload. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:47, 3 May 2019 (EDT)<br />
::EDIT: Now I saw it in Modern Warfare (2019). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:37, 19 July 2019 (EDT)<br />
<br />
== RFB barrel length ==<br />
<br />
I did a size comparison between the preview image of the RFB and our image of the real RFB Target, and while I didn't get the body and everything to line up absolutely, 100% perfectly, I got them close enough that I can say without a doubt that the in-game weapon's barrel is ''not'' long enough to be the Target. If anything, it would have to be a 24-inch barrel from the Sporter/Hunter/whatever they call it these days, since I also did a comparison of a menu preview image from the wiki and a 24" RFB from Kel-Tec's site, and [https://i.imgur.com/BiWTNOM.png they lined up almost perfectly]. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 21:09, 17 November 2019 (EST)<br />
<br />
== The "Visionking" scope hybrid ==<br />
Is there actually a comprehensive breakdown proving that this is actually a Visionking scope hybrid? The game files call it 'Visionking', but the exact same model appears in Medal of Honor Warfighter as the US Optics SN-8. And by "exact same", [https://imgur.com/a/RaFDSAm I mean it is literally unchanged from MOHW besides the textures, right down to the highpoly and the UV layout]. [https://guns.allzip.org/topic/10/1081423.html The model itself is fairly close to the SN-8 as well]. --[[User:Fine cuisine|Fine cuisine]] ([[User talk:Fine cuisine|talk]]) 20:15, 3 December 2020 (EST)<br />
:Go ahead and change it, that info is a few years dated anyway. Did you extract those models?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:50, 3 December 2020 (EST)<br />
::Gotcha. And yeah, the models I ripped myself. --[[User:Fine cuisine|Fine cuisine]] ([[User talk:Fine cuisine|talk]]) 02:11, 4 December 2020 (EST)<br />
:::Cool. Also, I've been looking into the Russian scope rail and I think it's actually from the PK-AV judging the by the throw lever and overall shape rather than the PSO.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:33, 4 December 2020 (EST)<br />
<br />
==Old Cannon==<br />
Can we mention the old cannon on Operation Mortar? --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 16:38, 2 August 2021 (EDT)</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&diff=1565852Call of Duty: Modern Warfare (2019)2023-03-25T09:03:07Z<p>Fine cuisine: /* M67 Hand Grenade */</p>
<hr />
<div>{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare''<br />
|picture=MW19-Cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 25, 2019<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PC<br>PlayStation 4<br>Xbox One<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
<br />
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.<br />
<br />
'''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''.<br />
<br />
With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to. <br />
<br />
There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.<br />
<br />
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').<br />
<br />
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.<br />
<br />
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the [[Heckler & Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.<br />
<br />
Additional trivia on weapons in ''Modern Warfare'':<br />
* In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.<br />
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.<br />
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.<br />
* All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.<br />
* Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.<br />
* Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.<br />
* Ejected casings realistically have charred markings near their necks.<br />
* On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.<br />
* All bullet-firing weapons use modeled ballistic projectiles instead of hitscan in previous games (complete with bullet drop ala later ''Battlefield'' series), rather than limited to certain occasions such as the [[Barrett M82A1]] or the [[RSASS]] in the original ''Modern Warfare'' series, or being restricted to longer ranges while using hitscan in shorter ranges, as in ''Black Ops 4''.<br />
<br />
=Handguns=<br />
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.<br />
<br />
==".357"==<br />
The ".357" is a hybrid between the [[Colt Anaconda]] and the [[Smith & Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a [[Colt Python]], and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.<br />
<br />
The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.<br />
<br />
By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.<br />
<br />
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.<br />
<br />
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.<br />
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum]]<br />
[[File:S&WModel581.jpg|thumb|none|350px|Smith & Wesson Model 581 - .357 Magnum]]<br />
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]]<br />
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Golem.]]<br />
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]<br />
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]<br />
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]<br />
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]]<br />
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]<br />
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]<br />
[[File:Mw2019revolver3rdperson.jpg|thumb|none|600px|An Allegiance soldier stops to examine the frankenvolver.]]<br />
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, VSS Vintorez/Dragunov hybrid shoulder stock.]]<br />
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]]<br />
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.]]<br />
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]<br />
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]<br />
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]<br />
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]<br />
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]<br />
<br />
==="XRK .357"===<br />
The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the [[Smith & Wesson Model 327 R8]]. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.<br />
[[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".]]<br />
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]<br />
<br />
==Beretta M9A3==<br />
The [[Beretta M9A3]] was added in Season 3 as the "Renetti". It is depicted with front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.<br />
<br />
The "Renetti" can be turned into a pseudo-[[Beretta 93R]]: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.<br />
<br />
The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.<br />
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]<br />
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]<br />
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]<br />
[[File:MW M9A3 (1).jpg|thumb|none|600px|The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.]]<br />
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]<br />
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]]<br />
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]<br />
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]<br />
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]<br />
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]<br />
[[File:MW19Renetticustom2.jpg|thumb|none|600px|Ghost inspecting his custom M9A3 fitted with an aftermarket barrel and slide, Surefire X400, extended magazines and a suppressor.]]<br />
[[File:MW19Renetticustom1.jpg|thumb|none|600px|The hammer hitting the firing pin when shooting the customized M9A3.]]<br />
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]<br />
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire ''within'' each burst.]]<br />
<br />
==="Guard One"===<br />
The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the ''[[Resident Evil]]'' series, specifically Albert Wesker's two-tone Samurai Edge.<br />
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the ''Resident Evil'' video game series.]]<br />
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]<br />
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The "Guard One" blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.]]<br />
[[File:MW19 Guard One Reload.jpg|none|thumb|600px|Doing a tactical reload with the "Guard One", which shows that the extended magazines that come with the blueprint are also stainless steel (and the bullet clipping through the follower is as well).]]<br />
<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds.<br />
<br />
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.<br />
<br />
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.<br />
<br />
The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.<br />
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]<br />
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]<br />
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]<br />
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "FORGE TAC Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]<br />
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]<br />
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]<br />
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]<br />
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]]<br />
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]<br />
[[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines.]]<br />
[[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why [[Call_of_Duty:_Modern_Warfare_2#Desert_Eagle_Mark_XIX|it looks so familiar]].]]<br />
<br />
==Glock 21==<br />
The Gen 3 [[Glock 21]] appears in-game as the "X16". It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces, which should be using the [[MP-443 Grach]] instead.<br />
<br />
It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.<br />
<br />
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (the latter existing in Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.<br />
<br />
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]<br />
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from ''Titanfall'', a game made by former Infinity Ward members (some of whom returned to IW to work on ''Modern Warfare''). Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]<br />
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights...]]<br />
[[File:MW19Glock3.jpg|thumb|none|600px|...which are revealed to be functional night sights. Most of the handgun barrels have this feature in the game.]]<br />
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]<br />
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release (which is not actually engaged) instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.]]<br />
[[File:MW19Glock1.jpg|thumb|none|600px|An american PJ operator inspects his customized Glock 21 as he resists the urge to find out if the slide is made out of chocolate or not.]]<br />
[[File:MW19Glock2.jpg|thumb|none|600px|The slide of the custom Glock being pulled when reloading it from empty. Note the "Technician" gloves which are clearly a parody of Mechanix.]]<br />
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]<br />
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]<br />
[[File:MW2019 Glock Arcade.jpg|thumb|none|600px|The "War Beast" arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers. The same machine can be see in the Rec building on Al-Raab Airbase.]]<br />
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]<br />
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]<br />
<br />
===Glock 18C===<br />
The "Singuard Arms Featherweight" barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.<br />
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]<br />
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]<br />
[[File:MW19Glock4.jpg|thumb|none|600px|Gaz inspects his two G18s to figure out why they are not shooting full-auto. He then realizes that the selector is there just for cosmetic purposes.]]<br />
[[File:MW19Glock5.jpg|thumb|none|600px|He then reloads his left one. Notice how the characters are actually using their index finger to drop magazines and release the slide when reloading left handed, unlike in previous Call of Duty titles, that mirrored the animations whether the guns had ambi controls or not.]]<br />
<br />
==="The Howler"===<br />
"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]] (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a [[Smith & Wesson M&P]].<br />
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]<br />
[[File:S&W M&P 45acp.jpg|thumb|none|350px|Smith & Wesson M&P45 with 4.5" barrel - .45 ACP]]<br />
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the "Impossible Task".]]<br />
<br />
==="Urban Defiler"===<br />
The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an [[Arsenal Firearms Strike One]], along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.<br />
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]<br />
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the "Urban Defiler" without its included attachments.]]<br />
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]<br />
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]<br />
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand. This blueprint correctly uses metal magazines instead of the polymer Glock ones, but using any larger mag option reverts them back to the original model with extended baseplates]]<br />
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]<br />
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.]]<br />
<br />
==Kimber Custom TLE/RL II==<br />
The [[Kimber Custom TLE/RL II]] is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws and it has a standard barrel bushing instead of a full length guide rod. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.<br />
Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.<br />
<br />
The "Riptide" blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]<br />
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]<br />
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]<br />
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|The game depicts the slide stop on the 1911 engaging the slide on empty reloads.]]<br />
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty. The Kimber 1911 is the only automatic pistol in Modern Warfare where the standard animations have the player characters interact with the slide release instead of power stroking the slide on empty.]]<br />
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]<br />
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]<br />
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]<br />
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]<br />
[[File:MW191911.jpg|thumb|none|600px|Captain Price reloads a "Riptide" 1911 with the Kimber Warrior grips. Also note the rubberbands holding the grip safety depressed.]] <br />
<br />
===STI 2011===<br />
Some blueprint modifications take the form of an STI 2011, most closely resembling the [[STI Tactical|STI Tactical 5.0]], but with the depiction of an [[STI Costa Carry Comp]] style rectangular cutout on the left side of the slide. Those blueprints are the "Javelina", "Corax", "Bite Strength" and "Blue Dwarf"; the "Obsidian Carat" also has an STI frame, but requires the "1911 Stalker" attachment in order to match the slide as well. The "Corax" also has the skeletonized trigger of modern [[SIG-Sauer 1911]] variants (such as the 1911 TACOPS), albeit with a small hole added in it.<br />
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP]]<br />
[[File:MW STI Tactical.jpg|thumb|none|600px|The "Blue Dwarf" STI-style 1911.]]<br />
[[File:MW19corax (1).jpg|thumb|none|600px|Holding a customized "Corax" at the ready.]]<br />
[[File:MW19corax (3).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW19corax (2).jpg|thumb|none|600px|Swapping magazines. Despite resembling an STI with a double-stack frame, the variant retains the single-stack one of the base Kimber.]]<br />
<br />
==Makarov PM==<br />
The [[Makarov PM]] was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.<br />
<br />
The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. <br />
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]]<br />
[[File:MakarovGunsmith2preview MW19.jpg|thumb|none|600px|Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.]]<br />
[[File:MW2019 Makarov (1).jpg|thumb|none|600px|Wielding the "Sykov" inside the Scrapyard offices.]]<br />
[[File:MW2019 Makarov (2).jpg|thumb|none|600px|Aiming at the lockers.]]<br />
[[File:MW2019 Makarov (3).jpg|thumb|none|600px|Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.]]<br />
[[File:MW2019 Makarov (4).jpg|thumb|none|600px|Ditto, now from empty.]]<br />
[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]]<br />
[[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]]<br />
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]]<br />
[[File:MW2019 Makarov (7).jpg|thumb|none|600px|The "SSB 105mm" barrel (SSB standing for "Sykov's Svet Bochka") gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance.]]<br />
[[File:Makarovdrum.jpg|thumb|none|300px|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]<br />
<br />
===Makarov PB===<br />
The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed [[Makarov PB]] assembly.<br />
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]]<br />
<br />
===Stechkin APS===<br />
The "Sorokin 140mm Auto" barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" and "PP-Karabin". As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin".<br />
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]]<br />
<br />
==SIG-Sauer P320 RX==<br />
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.<br />
<br />
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission and by Captain Price in some missions. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission (despite the fact that Laswell specifically instructed Price to use "host nation weapons only", which none of Nikolai's acquisitions are). The specific gun available to the player in "Old Comrades" is equipped with the Holosun-based red dot sight that is only available to primary weapons in multiplayer. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.<br />
<br />
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually the Kimber TLE/RL II seen above in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).<br />
<br />
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]<br />
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]<br />
[[File:MW P320 (1).jpg|thumb|none|600px|The "M19" in game.]]<br />
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]<br />
[[File:MW P320 (3).jpg|thumb|none|600px|Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX. Note the first generation trigger. It can be swapped to the more recent model via some blueprint variants that change the look of the "Lightweight trigger" attachment.]]<br />
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]<br />
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]<br />
[[File:MW19 P320 black.jpg|thumb|none|600px|Kyle Garrick reloads his black P320 during a shootout with terrorists in London.]]<br />
[[File:MW P230 Black.jpg|thumb|none|600px|The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]<br />
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]<br />
[[File:MW19P320.jpg|thumb|none|600px|As Alex reloads his P320RX from empty, one can observe that the slide stop is not actually engaged and that the empty magazine still has bullets inside.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet APC9 K PRO G==<br />
The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO G]] was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the Brügger & Thomet GHM9. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.<br />
<br />
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.<br />
<br />
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum]]<br />
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (1).jpg|thumb|none|600px|The vanilla APC9 K PRO G in Gunsmith.]]<br />
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.]]<br />
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]<br />
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]<br />
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&T's fire selector.]]<br />
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]<br />
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]<br />
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]<br />
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]<br />
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the "FSS Revolution" attachment.]]<br />
[[File:B&T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 PRO G - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.]]<br />
[[File:APC9 SD.jpg|thumb|none|450px|Brügger & Thomet APC9 SD - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The "FSS Nightshade" APC9.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.<br />
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
[[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]]<br />
[[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]]<br />
[[File:ScorpionEvoMW19 idle.jpg|thumb|none|600px|]]<br />
[[File:ScorpionEvoMW19 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:ScorpionEvoMW19 inspect1.jpg|thumb|none|600px|Performing a weapon inspect involves the player character checking the magazine.]]<br />
[[File:ScorpionEvoMW19 inspect2.jpg|thumb|none|600px|Note the "FORGE-TAC" logo.]]<br />
[[File:ScorpionEvoMW19 inspect3.jpg|thumb|none|600px|Then checking the right hand side of the gun. Note the burst fire marking above the fire selector, only accessible through the "12-R Hollowpoint" magazine option.]]<br />
[[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]]<br />
[[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]]<br />
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.]]<br />
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with faux suppressor - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.]]<br />
[[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion EVO 3 S2 Micro with SBTEVO folding brace - 9x19mm]]<br />
[[File:MW19 ScorpionK (1).jpg|thumb|none|600px|A Scorpion K-style build with the "CX-23S" short barrel and collapsed "CX-FR" stock, and 12-round Hollow Point mags.]]<br />
[[File:MW19 ScorpionK (2).jpg|thumb|none|600px|The "CX-23" barrel has a short integral suppressor and built-in handstop configuration.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.<br />
<br />
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]<br />
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]<br />
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]<br />
<br />
===FN P90===<br />
The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.<br />
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]<br />
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]<br />
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]<br />
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]<br />
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".]]<br />
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|"The Neutralizer" P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the waffle magazine all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]]<br />
<br />
==Heckler & Koch MP5A3==<br />
The [[Heckler & Koch MP5A3]] appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).<br />
<br />
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the [[PTR 9KT]], an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.<br />
<br />
The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.<br />
<br />
The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler & Koch SP89|SP89]], and changes the HUD name to "[[MP5K]]". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.<br />
<br />
Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the [[MP5A5]]. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.<br />
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]<br />
[[File:H&KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]<br />
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]<br />
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]<br />
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]<br />
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed, however no rounds seem to be extracted from the chamber during this process. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]<br />
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]<br />
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]<br />
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]<br />
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]<br />
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]<br />
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.]]<br />
[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]]<br />
[[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]]<br />
[[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]<br />
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]<br />
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]<br />
<br />
===Heckler & Koch MP5A2===<br />
The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.<br />
[[File:H&KMP5-N.jpg|thumb|none|450px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]]<br />
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]<br />
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]]<br />
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]]<br />
<br />
===Heckler & Koch MP5SD3===<br />
The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an [[MP5SD3]].<br />
[[File:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD3 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the "Point Blank" blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the "FSS Light" and the shorter "Monolithic" integrally suppressed barrel.]]<br />
<br />
===Heckler & Koch MP5SD2===<br />
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler & Koch MP5SD|MP5SD2]].<br />
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.]]<br />
<br />
===Heckler & Koch MP5/10===<br />
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler & Koch MP5/10|MP5/10]], minus the bolt hold open assembly.<br />
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]<br />
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]<br />
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&K MP5/10 equipped with a red dot sight and collapsible stock.]]<br />
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A black [[Heckler & Koch MP7|Heckler & Koch MP7A2]] appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]]<br />
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]<br />
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.]]<br />
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]<br />
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.]]<br />
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]<br />
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]<br />
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]<br />
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]<br />
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]<br />
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]<br />
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".]]<br />
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the "Piercer" MP7.]]<br />
<br />
==IMI Uzi==<br />
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].<br />
<br />
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.<br />
<br />
The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.<br />
<br />
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MicroUziPistol.jpg|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]<br />
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]<br />
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.]]<br />
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reload. Note that the weapon has "A-F-S" selector markings, a characteristic of civilian Uzis converted to full-auto.]]<br />
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]<br />
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]<br />
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]<br />
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.]]<br />
<br />
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]<br />
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]<br />
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]<br />
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.]]<br />
<br />
==="Blowback"===<br />
The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.<br />
<br />
The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]]<br />
<br />
==KRISS Vector==<br />
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has most visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. Furthermore, it lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, to the point that the proprietary "Super-V" recoil management system of the real world Vector would not be able to function.<br />
<br />
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).<br />
<br />
There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.<br />
<br />
The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol.<br />
<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.]]<br />
[[File:MW2019 Vector.jpg|thumb|none|600px|]]<br />
[[File:MW2019 Vector2.jpg|thumb|none|600px|]]<br />
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]<br />
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]<br />
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]<br />
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]<br />
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]<br />
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]<br />
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]<br />
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]<br />
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]<br />
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]<br />
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the "Apex" and "Sabre" parts, along with an [[SL8]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]]<br />
<br />
==LWRC SMG-45==<br />
The [[LWRC SMG-45]] was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The "Striker 45" on Rust.]]<br />
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]<br />
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]<br />
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]<br />
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.]]<br />
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]<br />
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]<br />
<br />
===Heckler & Koch UMP45===<br />
The "Undertaker" variant of the SMG-45 resembles the [[Heckler & Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for [[Heckler & Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.<br />
<br />
The UMP45 resemblance also applies to the later-added "Garrote", "Dream Dasher", "Evil Manifest", "Halcyon Days", and "Bat Out Of Hell" blueprints.<br />
<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with RIS rail - .45 ACP]]<br />
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.]]<br />
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]<br />
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]<br />
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]<br />
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]<br />
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. This is a pre-patch screenshot; the charging handle now (correctly) stays forward in first person.]]<br />
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC - .45 ACP]]<br />
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]<br />
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]<br />
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]<br />
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]<br />
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]<br />
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]<br />
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]<br />
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]<br />
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]<br />
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.]]<br />
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]<br />
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.]]<br />
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears simply as the "AUG". One of the multiple customization options is the "622mm long barrel", which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]<br />
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]<br />
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]<br />
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]<br />
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]<br />
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]<br />
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]<br />
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]<br />
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.]]<br />
<br />
===Steyr AUG A3===<br />
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.<br />
<br />
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.<br />
<br />
The "Gremlin" blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The "Death Roll" blueprint also has the same features (it mounts an A3 SF-style scope by default).<br />
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO]]<br />
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]<br />
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO]]<br />
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]<br />
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]<br />
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]<br />
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]<br />
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.]]<br />
[[File:MW Leecher-issue.jpg|thumb|none|600px|The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.]]<br />
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]<br />
[[File:AUG A3 M1 high rail.jpg|thumb|none|425px|Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO]]<br />
[[File:MW AUG (5).jpg|thumb|none|600px|The "Death Roll" AUG with the A3 M1 style components and a Magpul AFG2.]]<br />
[[File:MW AUG (6).jpg|thumb|none|600px|Aiming down the iron sights mounted on the rail.]]<br />
<br />
=Shotguns=<br />
==AA-12==<br />
The [[AA-12]] was added during Season 6, under the name "JAK-12". It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.<br />
[[File:AA-12 CQB.jpg|thumb|none|400px|AA-12 CQB - 12 gauge]]<br />
[[File:MW2019 AA12 1.jpg|thumb|none|600px|An unmodified "JAK-12" in Gunsmith.]]<br />
[[File:MW2019 AA12.jpg|thumb|none|600px|Similar to the ''[[Call of Duty Online]]'' model, the cutlass-type bottom fingerguard is absent.]]<br />
[[File:MW2019 AA-12 (1).jpg|thumb|none|600px|Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.]]<br />
[[File:MW2019 AA-12 (2).jpg|thumb|none|600px|The AA-12 CQB inside the TV Station's server room.]]<br />
[[File:MW2019 AA-12 (3).jpg|thumb|none|600px|Using the iron sights.]]<br />
[[File:MW2019 AA-12 (4).jpg|thumb|none|600px|Partial reloads are performed in a manner similar to the RO933 carbine.]]<br />
[[File:MW2019 AA-12 (5).jpg|thumb|none|600px|Locking the bolt back on empty.]]<br />
[[File:MW2019 AA-12 (6).jpg|thumb|none|600px|Sliding in a fresh 8-round stick magazine.]]<br />
[[File:MW2019 AA-12 (7).jpg|thumb|none|600px|Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.]]<br />
[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]]<br />
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]<br />
[[File:MW AA12 DrumInspect.jpeg|thumb|none|600px|Inspecting an AA-12 with the "ZLR J-3600 Torrent" barrel, thermal sight, and a 20-round drum magazine. The AA-12 also has the option to use 32-round drums.]]<br />
[[File:MW AA12 DrumReload1.jpeg|thumb|none|600px|Reloading with the drum magazines are performed in a somewhat unorthodox pose.]]<br />
[[File:MW AA12 DrumReload2.jpeg|thumb|none|600px|Wrapping up the empty reload.]]<br />
[[File:MW AA12 DrumReloadFast1.jpeg|thumb|none|600px|With Sleight of Hand, the weapon is held in a more familiar manner. Here it is fitted with the "ZLR J-2800 Influx" barrel.]]<br />
[[File:MW AA12 DrumReloadFast2.jpeg|thumb|none|600px|A quick rack of the charging handle and the next 20 rounds are good to go.]]<br />
<br />
==Browning Citori 725==<br />
A visually altered [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.<br />
<br />
A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]<br />
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]<br />
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]<br />
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]<br />
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.<br />
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]<br />
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]<br />
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]<br />
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]<br />
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]<br />
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5" barrel.]]<br />
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.]]<br />
<br />
===Fostech Origin-12 SBV===<br />
The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.<br />
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]<br />
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the "FORGE TAC Dart" arm brace.]]<br />
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]<br />
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.]]<br />
<br />
==Knight's Armament Masterkey==<br />
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the "12-Gauge Deputy" mounted on an M16-lookalike.]]<br />
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.]]<br />
[[File:MW Masterkey (3).jpg|thumb|none|600px|"Aiming" the device.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Side view of the Masterkey attached to the "Fractured" blueprint of the FAMAS.]]<br />
<br />
===Hybrid Underbarrel Shotgun===<br />
The version available to the post-release [[CTAR-21|Tavor CTAR-21]], [[SIG SG 552]], [[Galil ACE]] and [[AN-94]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the [[M26 MASS]]. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]<br />
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551 lookalike.]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]<br />
<br />
==M26 MASS==<br />
A standalone [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.<br />
<br />
An update in April 2020 added the ability to use Dragon's Breath ammunition.<br />
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]<br />
[[File:TheoneXM26A.jpg|thumb|none|400px|Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm]]<br />
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]<br />
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]<br />
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]<br />
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]<br />
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]<br />
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]<br />
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]<br />
<br />
==Remington 870 MCS==<br />
The [[Remington 870 MCS]] appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.<br />
<br />
A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).<br />
<br />
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]<br />
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]<br />
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]<br />
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]<br />
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]<br />
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]<br />
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]<br />
[[File:Mw2019domino870.jpg|thumb|none|600px|Coalition Operator "Domino" holds a shortened 870.]]<br />
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.]]<br />
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique. With this weapon, as well as the MK2/Marlin 1895 (though with standard animations as well), has the player character insert ammunition continuously as if they had all the requisite ammo in their reloading hand, which begs the question of how the player characters are able to hold 8 12-gauge shells in one hand and are still be able to dexterously reload.]]<br />
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]<br />
[[File:Remington Model 870 DM.jpg|thumb|none|400px|Remington Model 870 DM - 12 gauge]]<br />
[[File:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]<br />
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the "Gulf Stalker" blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.]]<br />
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]<br />
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]<br />
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]<br />
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]<br />
<br />
==Standard Manufacturing DP-12==<br />
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous ''Call of Duty'' games.<br />
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]<br />
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]<br />
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]<br />
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]<br />
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]<br />
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]<br />
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]<br />
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]<br />
<br />
=Rifles & Carbines=<br />
==AK-47==<br />
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:<br />
<br />
*Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0" RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.<br />
*Stock options consist of the "Field LMG Stock", a [[PKM]]-style stock; "Skeleton Stock", an [[AKS-74]] folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.<br />
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.<br />
<br />
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.<br />
<br />
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, when in reality they have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s.<br />
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]<br />
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]<br />
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]<br />
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]<br />
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]]<br />
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.]]<br />
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]<br />
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]<br />
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]<br />
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be the "Flash Guard" attachment which is based on the SureFire SOCOM 3-Prong Flash Hider. However, in the final game the AK-47 uses a different flash guard.]]<br />
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]]<br />
[[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]]<br />
<br />
===AK-74===<br />
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an [[AK-74]] (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.<br />
<br />
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "[[AK-12]]". It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.<br />
<br />
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".<br />
<br />
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining "AK-47".<br />
<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]<br />
[[File:AK-12.jpg|thumb|none|450px|An actual AK-12, for comparison to the "AK-12" found in the singleplayer - 5.45x39mm]]<br />
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.]]<br />
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".]]<br />
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]<br />
[[File:MW AK-12 (3).jpg|thumb|none|600px|An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]<br />
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]<br />
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the "Gilded Arm" was later added in Season 6.]]<br />
<br />
===AKM===<br />
The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf Warriors 2]]''), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.<br />
<br />
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw".<br />
<br />
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]<br />
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]]<br />
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , ''volk''), corresponding to their wolf head logo.]]<br />
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]<br />
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]<br />
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]<br />
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]<br />
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]<br />
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]<br />
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.]]<br />
[[File:MW2019 Resonant.jpg|thumb|none|600px|The "Resonant" blueprint, which seems to be based on ''[[Call of Duty: Infinite Warfare]]''’s "Volk" AK. The energy rounds zap and explode whole enemies in a manner similar to the ''Wunderwaffe DG-2'' from previous games' Zombies modes.]]<br />
<br />
===Arsenal AR-M1===<br />
At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].<br />
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]<br />
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]<br />
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]<br />
<br />
===AKS-74U===<br />
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima".<br />
<br />
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]<br />
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.]]<br />
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in ''Modern Warfare'', all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the ''[[Metro]]'' games).]]<br />
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.]]<br />
<br />
===AKMSU===<br />
The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].<br />
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]<br />
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.]]<br />
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]<br />
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]<br />
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]<br />
<br />
==AN-94==<br />
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production [[AK-12]]/15 rifles. As with ''[[Call of Duty: Black Ops II]]'', the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the ''third'' round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).<br />
<br />
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an [[RPK-74M]] extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.<br />
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]]<br />
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]]<br />
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]]<br />
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]]<br />
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]<br />
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).]]<br />
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]<br />
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]<br />
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]<br />
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]<br />
<br />
==AS Val==<br />
The [[AS Val]] was added in Season 6 as the "AS VAL". Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.<br />
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The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.<br />
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]<br />
[[File:MW2019 ASVAL.jpg|thumb|none|600px|An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.]]<br />
[[File:MW2019 ASVAL1.jpg|thumb|none|600px|The iron sights are repositioned onto the handguard akin to the SR-3M.]]<br />
[[File:MW AS VAL (1).jpg|thumb|none|600px|Spawning in with the AS Val - the character disengages the safety lever.]]<br />
[[File:MW AS VAL (2).jpg|thumb|none|600px|The Val in idle.]]<br />
[[File:MW AS VAL (3).jpg|thumb|none|600px|Aiming with the short radius sights.]]<br />
[[File:MW AS VAL (4).jpg|thumb|none|600px|Reloading tactical style.]]<br />
[[File:MW AS VAL (5).jpg|thumb|none|600px|Throwing out the spent magazine on an empty reload.]]<br />
[[File:MW AS VAL (6).jpg|thumb|none|600px|Working the action underhanded style.]]<br />
[[File:MW AS VAL (7).jpg|thumb|none|600px|Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.]]<br />
[[File:MW AS VAL (8).jpg|thumb|none|600px|The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...]]<br />
[[File:MW AS VAL (9).jpg|thumb|none|600px|...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.]]<br />
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===VSS Vintorez===<br />
Equipping the "VLK Vintazh" stock turns the gun into a [[VSS Vintorez]], while the "VLK Strelok" stock approximates that of the modernized VSSM; while not mandatory, the "Dragunov Scope" and the "SPP 10-R Mags" help further this setup's resemblance to the real deal.<br />
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]<br />
[[File:MW2019 VSSVintorez.jpg|thumb|none|600px|The VSS Vintorez in Gunsmith.]]<br />
[[File:MW2019 VSSVintorez1.jpg|thumb|none|600px|The rifle's other side, showing off the scope mount]]<br />
[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]]<br />
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]]<br />
<br />
===SR-3 Vikhr===<br />
[[SR-3]]/SR-3M Vikhr-like configurations can be made from the "Stovl SOF" barrel and the "Stovl 6P30 Skelet" stock or default stock, respectively. The name in these two attachments is a misspelling of "Stvol", a fictional weapon manufacturer fully known as "Ствол Тактический" in-game, which translates to "barrel tactical"; "6P30" is the GRAU index designation of the AS Val.<br />
[[File:SR3.jpg|thumb|none|350px|SR-3 Vikhr - 9x39mm]]<br />
[[File:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30-round magazine - 9x39mm]]<br />
[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]]<br />
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]]<br />
<br />
==ASh-12.7==<br />
The [[ASh-12.7]] prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.<br />
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It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.<br />
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]<br />
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]<br />
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]<br />
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]<br />
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]<br />
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]<br />
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]<br />
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]<br />
[[File:MW Oden The Liar.jpg|thumb|none|600px|"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]]<br />
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.]]<br />
<br />
==Colt Model 933==<br />
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a black Daniel Defense Mk18 RIS II handguard (although the bottom two screws are mounted from the back to front like the other four screws, whereas on the real handguard they are mounted from front to back), Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan NSWC Crane SOPMOD Block II buttstock (not a B5 enhanced because it lacks QD sling cups), tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.<br />
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It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.<br />
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The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with a animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.<br />
<br />
The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.<br />
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[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]<br />
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]<br />
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]<br />
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]<br />
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]<br />
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine catch is properly animated.]]<br />
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason, the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]<br />
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]<br />
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.]]<br />
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. The semi-auto marking is missing from the left side of the base weapon.]]<br />
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including "The Purist" blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]<br />
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the "Commando Foregrip", which resembles a Magpul Angled Foregrip.]]<br />
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]<br />
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has a barrel and muzzle brake reminiscent of this weapon.]]<br />
[[File:MW Calibrutal.jpg|thumb|none|600px|The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.]]<br />
<br />
===Mk 18 Mod 0===<br />
The “FSS 11.5" Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.<br />
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]<br />
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]]<br />
[[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle-equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]]<br />
<br />
===Colt Model 901===<br />
The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble the [[M16A4|Colt Model 901]] (which was marketed as an M16A3). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.<br />
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Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock, as does the "Old Faithful" blueprint. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.<br />
<br />
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]<br />
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]]<br />
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game. Note that even with the M16 M203 handguard, the grenade launcher is still somehow mounted on a section of picatinny rail underneath the handguard. How this is done is unclear, but likely a custom handguard setup designed for the game.]]<br />
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]<br />
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]<br />
[[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]]<br />
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]<br />
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]<br />
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]<br />
[[File:MW M16 OG (1).jpg|thumb|none|600px|An "OG" M16 in its default configuration.]]<br />
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]<br />
<br />
===Colt 9mm SMG (R0991)===<br />
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a [[M16 rifle series#Colt 9mm Submachine Gun (RO635)|Colt 9mm SMG (R0991)]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).<br />
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]<br />
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.]]<br />
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]<br />
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]<br />
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]<br />
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]]<br />
<br />
==="XRK M4"===<br />
The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle. The same receiver model layout, default pistol grip, trigger and fire selector is seen by default in most other blueprints added in the game post release, "Fair Bass", "Polytope", "War Pig", "White Noise", and "Zip Tie" to name a few, though with different markings, different manufacturer's printings and different attachments.<br />
<br />
It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.<br />
<br />
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK M4" along with an "XRK .357". The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard "M4" weapon model.]]<br />
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".]]<br />
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the "XRK M4" can be found from Marines in the single player campaign, such as the "Zip Tie" here.]]<br />
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]<br />
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs, a combination that is not possible in multiplayer.]]<br />
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the “FSS 14.5" Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16" barrel. This has been removed as of the Season 2 battlepass, and the XRK M4 now uses the standard “FSS 14.5" Tac Lite” handguard. MW2019 Season 3 however, allows the unique forend (from the "Zip Tie" blueprint) to be attached to this blueprint (as well as many others, including the default RO933) through the use of the Gunsmith Customs function.]]<br />
<br />
===M4A1 Carbine===<br />
The "Task Force" blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]'', though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.<br />
<br />
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. <br />
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]<br />
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".|600px]]<br />
[[File:MW2019MW2-M400.jpg|thumb|none|600px|Just like with the base gun, picking up/spawning with the rifle involves pulling the charging handle and checking the chamber...]]<br />
[[File:MW2019MW2-M401.jpg|thumb|none|600px|...then smacking the forward assist.]]<br />
[[File:MW2019MW2-M41.jpg|thumb|none|600px|Holding the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".]]<br />
[[File:MW2019MW2-M42.jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]]<br />
[[File:MW2019MW2-M45.jpg|thumb|none|600px|Performing a tactical reload. With Sleight of Hand the player drops simply drops the magazine. Also note the protruding magazine catch.]]<br />
[[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]]<br />
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.<br />
<br />
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.<br />
<br />
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous ''Call of Duty'' games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.<br />
<br />
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]<br />
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.]]<br />
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]<br />
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]<br />
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]<br />
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]<br />
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]<br />
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]<br />
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]<br />
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]<br />
<br />
===FAMAS Valorisé===<br />
The "Fractured Forces", "Code Breaker", "The Artisan", "Insurgency" and "The Fallen" blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. <br />
<br />
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]<br />
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.]]<br />
[[File:MW Valorisé (1).jpg|thumb|none|600px|The "Fractured Forces" in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, but at least it's gold-plated now.]]<br />
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the "Code Breaker".]]<br />
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]<br />
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]<br />
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]<br />
<br />
===FAMAS G1===<br />
A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]].<br />
<br />
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]<br />
[[File:MW FAMAS G1.jpg|thumb|none|600px|An unreleased FAMAS G1 blueprint in an intro screen to the armory.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the "Fractured" blueprint.]]<br />
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]]<br />
<br />
==FN FAL==<br />
The [[FN FAL]] is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.<br />
<br />
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely a hidden attachment or an entirely different weapon entity that was left in the singleplayer as an Easter Egg of sorts.<br />
<br />
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.<br />
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]<br />
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the barrel & muzzle]]<br />
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL "G Series" - 7.62x51mm NATO]]<br />
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]<br />
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]<br />
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games. Initially, the weapon was depicted with "E-S" selector markings, similarly to the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector markings have been changed to "S-F" after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.]]<br />
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]<br />
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]<br />
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]<br />
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]<br />
[[File:MW FAL (8).jpg|thumb|none|600px|The FAL with the "S-F" selector markings...]]<br />
[[File:MW FAL (9).jpg|thumb|none|600px|...while the "Beefeater" variant still has a gold-embossed "E-S" inscription.]]<br />
<br />
===FN FAL Paratrooper===<br />
The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.<br />
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]<br />
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]<br />
<br />
===DSA SA58 OSW===<br />
The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. <br />
[[File:DSA-SA-58-OSW.jpg |thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base "Smooth Dominator" FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]<br />
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]<br />
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]<br />
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]<br />
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.]]<br />
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]<br />
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.]]<br />
<br />
==FN SCAR-H==<br />
The [[SCAR-H]] appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "[[FN]]" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.<br />
<br />
The weapon is also seen in the "Poster" calling card in multiplayer.<br />
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which has no length of pull adjustment), the relocated pins, and the greatly elongated side rails.]]<br />
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.]]<br />
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]<br />
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]<br />
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]<br />
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:<br><br />
* Like the "M4A1", the magazine release is animated.<br><br />
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.<br><br />
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.<br><br />
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).<br><br />
* There are "FORGE TAC Arms USA" markings underneath the rear sight.]]<br />
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]<br />
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]<br />
[[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.]]<br />
[[File:MW SCAR Traitor.jpg|thumb|none|600px|"The Traitor" SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver. ]]<br />
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]<br />
<br />
===FN SSR===<br />
Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.<br />
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]<br />
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]<br />
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]<br />
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]<br />
<br />
===FN SCAR-SC===<br />
The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact [[FN SCAR-SC]], except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.<br />
[[File:FN SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]<br />
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|A SCAR-SC build in Gunsmith.]]<br />
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]<br />
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]<br />
<br />
==Heckler & Koch G36==<br />
The [[Heckler & Koch G36]] was added with the "Season One" content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.<br />
<br />
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.<br />
<br />
The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).<br />
<br />
The most notable trait of the "Necrosis" model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]<br />
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]<br />
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]<br />
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the "Holger-26". Note the chopped down front sight.]]<br />
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the "FORGE TAC" marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]<br />
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]<br />
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]<br />
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]<br />
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]<br />
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]<br />
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]<br />
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler & Koch G36 with low-profile scope rail - 5.56x45mm NATO]]<br />
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The "Necrosis" blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]<br />
[[File:MW G36 Guilded.jpg|thumb|none|600px|The "Gilded" G36 blueprint, which uses the normal-model stock.]]<br />
<br />
===Heckler & Koch G36KA4===<br />
The "XRK Ultralight" barrel attachment turns the weapon into a [[Heckler & Koch G36K|G36KA4]].<br />
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]<br />
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]<br />
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]<br />
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the "Necrosis" blueprint, showcasing the difference in receiver designs.]]<br />
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]<br />
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]<br />
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]<br />
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]<br />
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]<br />
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]<br />
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]<br />
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a "Necrosis" G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]<br />
<br />
===Heckler & Koch G36C===<br />
The “FTAC 8.98" Spitfire” attachment turns the gun into a [[Heckler & Koch G36C|G36C]].<br />
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]<br />
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]<br />
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired "Colonial Standard" G36C included in the "Earth Expeditionary Force" bundle, which also includes a Ripley-themed uniform for SAS character Charly. "Adios" is also from one of the film's M56 Smart Guns.]]<br />
<br />
==Heckler & Koch HK433==<br />
The [[Heckler & Koch HK433]] appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.<br />
<br />
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black".<br />
<br />
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler & Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).<br />
[[File:HK433.jpg|thumb|none|450px|Heckler & Koch HK433, third prototype - 5.56x45mm NATO]]<br />
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]<br />
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]<br />
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.]]<br />
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]<br />
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]<br />
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]<br />
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the "M27 IAR" from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]<br />
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]<br />
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]<br />
<br />
==IWI Galil ACE Hybrid==<br />
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.<br />
<br />
The "CR-56 EXO" attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.<br />
<br />
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.<br />
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15" barrel - 7.62x39mm]]<br />
[[File:ACE GAR51.jpg|thumb|none|450px|IWI US Galil ACE GAR51SBR - 7.62x51mm NATO]]<br />
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The Galil ACE with its default 11.8" barrel. The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]<br />
[[File:MW2019 GalilACE.jpg|thumb|none|600px|Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]<br />
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined "Hardhat" map from ''MW3.'' Note the non-standard top cover latch; the ACE series use a conventional AK-style push-button, while the in-game rifle instead uses a sheet-metal tab reminiscent of the [[RPK-16]], with the spot that the button would normally occupy being taken up by the fictional manufacturer's pentagonal logo.]]<br />
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE - though with a rear sight this wide, "pointing" might be a more appropriate verb.]]<br />
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine; the same pentagonal logo is visible here, as is a 3-position selector correctly set to "auto".]]<br />
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]<br />
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]<br />
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in "The Story So Far" trailer.]]<br />
[[File:ACE GAR39.jpg|thumb|none|450px|IWI US Galil ACE GAR39SBR - 7.62x39mm]]<br />
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3" Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]<br />
[[File:MW ACE The Divide.jpg|thumb|none|600px|"The Divide" Galil ACE with the GAR39SBR-like barrel and forend.]]<br />
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]<br />
[[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]]<br />
[[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.]]<br />
<br />
==IWI Tavor CTAR-21==<br />
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7". Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.<br />
<br />
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.<br />
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]<br />
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]<br />
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]<br />
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]<br />
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]<br />
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]<br />
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]<br />
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]<br />
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]<br />
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]<br />
<br />
===IWI Tavor TAR-21===<br />
The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.<br />
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the "Eclipse" barrel and other attachments.]]<br />
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The "Corrupter" TAR-21, which also features an even further-stylized chassis.]]<br />
<br />
==Karabiner 98k==<br />
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. <br />
<br />
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).<br />
<br />
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.<br />
<br />
During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.<br />
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]<br />
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]<br />
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]<br />
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]<br />
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]<br />
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]<br />
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]<br />
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]<br />
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]<br />
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]<br />
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]<br />
<br />
==M14==<br />
The [[M14]] appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.<br />
<br />
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. <br />
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]<br />
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the "FORGE TAC" markings.]]<br />
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]<br />
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in ''[[Medal of Honor: Warfighter]]''.]]<br />
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the "FSS Raider Chassis Elite".]]<br />
[[File:MW M14 (6).jpg|thumb|none|600px|Sleight-of-Hand reloading a customized EBR.]]<br />
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the "FSS Raider Chassis Pro".]]<br />
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]<br />
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]<br />
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The "Stay Frosty" M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]<br />
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]<br />
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]<br />
<br />
==Marlin Model 1895==<br />
The [[Marlin Model 1895]] appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.<br />
<br />
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.<br />
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]<br />
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]<br />
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]<br />
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]<br />
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]<br />
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]<br />
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]<br />
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]<br />
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]<br />
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]<br />
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The "Dust Trail" Marlin.]]<br />
<br />
==SIG-Sauer MCX VIRTUS SBR==<br />
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.<br />
<br />
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches, while the "Tempus Cyclone" gives the gun an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The "no stock" attachment normally just removes the stock, but on the "Radioactive" and "Cagefighter" blueprint it replaces it by a buffer tube.<br />
<br />
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.<br />
<br />
A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.<br />
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]<br />
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]<br />
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the "M13".]]<br />
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]<br />
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional "SOLOZERO Optics" manufacturer.]]<br />
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]<br />
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]<br />
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]<br />
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]<br />
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]<br />
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]<br />
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]<br />
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the "Marksman" barrel assembly, with a length somewhere between an MCX SBR's 14.5" barrel and an MCX Patrol's 16" barrel. The handguard is of fictional length; the number of M-LOK slots would suggest a 14.5" barrel, but the dimensions of the handguard are slightly larger than they are supposed to be.]]<br />
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX VIRTUS Patrol.]]<br />
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.]]<br />
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]<br />
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The "Short Stuff" MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's cam plate next to the bolt catch. This is also the case for many other blueprints such as the "Die Cast" and "Cagefighter".]]<br />
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]]<br />
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]<br />
<br />
==SIG SG 552==<br />
The [[SIG SG 552]] was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The "Envenom" and "Mother Lode" blueprints added in Season 5 give the base rifle a highly stylized appearance and use [[IMBEL IA2]]-style stocks. Additionally, the "Mother Lode" has stylised Diamondback iron sights.<br />
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]<br />
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]<br />
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]<br />
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]<br />
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]<br />
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have "22LR" written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the ".223 Rem." marking on the side of the upper receiver, which was changed to "5.56 NATO" sometime in 2020.]]<br />
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]<br />
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]<br />
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]<br />
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]]<br />
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.]]<br />
[[File:IMBEL IA2.jpg|thumb|none|450px|IMBEL IA2 - 5.56x45mm]]<br />
[[File:MW Mother Lode.jpg|thumb|none|600px|The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]]<br />
[[File:MW Envenom.jpg|thumb|none|600px|The "Envenom" blueprint, with an alternate default forend.]]<br />
<br />
===SIG SG 550===<br />
The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip gives it a resemblance to the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).<br />
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]<br />
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]<br />
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the rifle.]]<br />
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]<br />
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]<br />
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]<br />
<br />
===SIG SG 551===<br />
The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.<br />
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]<br />
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]<br />
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 build the Atlas Superstore.]]<br />
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]<br />
<br />
==Zastava M59/66==<br />
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.<br />
<br />
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.<br />
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]<br />
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.]]<br />
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]<br />
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]<br />
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]<br />
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]<br />
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]<br />
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock - 7.62x39mm]]<br />
[[File:MW SKS (12).jpg|thumb|none|600px|The "FTAC Hunter-Scout" stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]<br />
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]<br />
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]<br />
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]<br />
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]<br />
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]<br />
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]<br />
[[File:MWSKS-BayofPigs.jpg|thumb|none|600px|The "Bay of Pigs" variant which could be received during the [[Call of Duty: Black Ops Cold War|''Black Ops Cold War'']] reveal event in Warzone on August 26, 2020.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AX50==<br />
The [[Accuracy International AX50]] is featured in the game.<br />
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]<br />
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]<br />
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]<br />
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]<br />
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]<br />
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]<br />
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]<br />
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]<br />
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]<br />
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the "Corpse Maker" variant.]]<br />
<br />
==Barrett XM109==<br />
The [[Barrett XM109]] was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".<br />
<br />
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer "FTAC Seven Straight" barrel which, when combined with the Tank Brake and with ''not'' using the 25mm grenade ammo, makes it a [[Barrett M82A3]]-like build (though with only five-round mags instead of ten).<br />
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]<br />
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]<br />
[[File:MW2019 XM109.jpg|thumb|none|600px|The base "Rytec AMR" in Gunsmith.]]<br />
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]<br />
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the "Scrapyard" map recreated from ''MW2''.]]<br />
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]<br />
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]<br />
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]<br />
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]<br />
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the "Rytec" advertisers probably didn't have in mind.]]<br />
[[File:M82A1 OldSpec.JPG|thumb|none|500px|Original/Early Specification Barrett M82 - .50 BMG]]<br />
[[File:Barrett M82A3.jpg|thumb|none|500px|Barrett M82A3 - .50 BMG]]<br />
[[File:MW M82.jpg|thumb|none|600px|The AMR with the early Barrett style "XRK Mastodon" stock, bipod, and the "XRK Tank Brake" and "FTAC Seven Straight" modifications.]]<br />
<br />
=="HDR"==<br />
The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. The magwell and a few parts of the receiver appear to be similar to the [[Victrix Corvus]], and the pistol grip is inspired by the Stark Equipment grips. The KeyMod handguard resembles that of the SKAT GM-200, and its lower part is reminiscent of a [[PGM Mini-Hecate]]'s handguard. The weapon is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series.<br />
<br />
An altered version featuring a different receiver and handguard, as well as a skeletonized wooden thumbhole stock, is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart uses 12.7x108mm ammunition.<br />
<br />
A unique "Grassy Knoll" variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called "Hadir's Right Hand".<br />
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]<br />
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]<br />
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]<br />
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The "HDR" in Gunsmith.]]<br />
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the "HDR" - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]<br />
[[File:MW HDR (2).jpg|thumb|none|600px|The basic "HDR" in-game.]]<br />
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]<br />
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]<br />
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]<br />
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]<br />
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an "HDR" in the multiplayer trailer.]]<br />
[[File:MW HDR Gunsmith.jpg|thumb|none|600px|A Gunsmith preview of "Hadir's Right Hand". The "FTAC Champion" stock appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]]<br />
[[File:MW HDR (7).jpg|thumb|none|600px|"Hadir's Right Hand" in multiplayer.]]<br />
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style - note the different style of receiver and forend.]]<br />
<br />
==M24 SWS==<br />
The [[M24 SWS]] was added in Season 6 as the "SP-R 208", under the marksman rifles class. It is fitted with a trigger guard & paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 [[Remington 700 SPS|SPS]] / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the [[Remington Model 7]].<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW M24 Gunsmith.jpg|thumb|none|600px|The default "SP-R 208" in Gunsmith.]]<br />
[[File:MW M24 (1).jpg|thumb|none|600px|Spawning in with the M24 rifle shows the first round being chambered.]]<br />
[[File:MW M24 (2).jpg|thumb|none|600px|The scopeless M24 in idle.]]<br />
[[File:MW M24 (3).jpg|thumb|none|600px|Using the rail-affixed sights.]]<br />
[[File:MW M24 (4).jpg|thumb|none|600px|The character swaps out the rifle's magazines with his dominant hand.]]<br />
[[File:MW M24 (5).jpg|thumb|none|600px|Opening up the action and ejecting the last casing on an empty reload.]]<br />
[[File:MW M24 (6).jpg|thumb|none|600px|The spent mag is tossed aside before loading in a new one and chambering the rifle.]]<br />
[[File:MW M24 (7).jpg|thumb|none|600px|Meleeing with the M24.]]<br />
[[File:MW M24 (8).jpg|thumb|none|600px|The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the "XRK SP-TAC 208 Ultimate" chassis.]]<br />
[[File:MW M24 .300NM.jpg|thumb|none|600px|Inspecting a .300 Norma Magnum rifle set in the "ZLR SP-R Overseer" chassis and with the "Sloan KR-800 DeadEye" bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.]]<br />
[[File:MW M24 .338LM.jpg|thumb|none|600px|Previewing an M24 in .338 Lapua Magnum in the "XRK SP-LITE 208 Blitz" stock chassis and the "Sloan KR-600 Feather" bolt.]]<br />
[[File:MW M24 Gunsmith (2).jpg|thumb|none|600px|The "FSS Virtuoso Pro" stock as seen in Gunsmith.]]<br />
<br />
==SVD Dragunov==<br />
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.<br />
<br />
The "skeleton stock" attachment gives it an [[SVDS]]-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.<br />
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]<br />
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the "Euphrates Bridge" level.]]<br />
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]<br />
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]<br />
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]<br />
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]<br />
[[File:Modernwarfare2019allisvd1.jpg|thumb|none|600px|A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has "MADE IN BELARUS" written on it and is erroneously marked as a POSP in Cyrillic.]]<br />
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]<br />
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]<br />
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]<br />
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the "Plague Sore" Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]<br />
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]<br />
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the "Plague Sore". The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]<br />
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops.<br />
<br />
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]<br />
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]<br />
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|"Aiming" the Minigun.]]<br />
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]<br />
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]<br />
[[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]]<br />
[[File:MW19 Sentrygun (2).jpg|thumb|none|600px|Left side of the automated M134.]]<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to ''Modern Warfare Remastered'''s multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.<br />
<br />
A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.<br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]<br />
[[File:MW2019 M249.jpg|thumb|none|600px|The "Bruen Mk9" in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]<br />
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]<br />
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]<br />
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]<br />
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]<br />
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]<br />
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]<br />
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]<br />
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]<br />
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]<br />
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]<br />
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]<br />
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]<br />
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]<br />
<br />
==Heckler & Koch MG5==<br />
The [[Heckler & Koch MG5]] appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].<br />
<br />
Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the [[Knight's Armament LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.<br />
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler & Koch MG5 - 7.62x51mm NATO]]<br />
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&K MG5 with the aid of the carry handle.]]<br />
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]<br />
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]<br />
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]<br />
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]<br />
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]<br />
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]<br />
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The "Old Wounds" MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]<br />
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the "Hazard" blueprint.]]<br />
[[File:MW MG5 (9).jpg|thumb|none|600px|The "Warhead" MG5 blueprint in-game; a reward for reaching max rank in the first season.]]<br />
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]<br />
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]<br />
<br />
===Heckler & Koch MG5 A2===<br />
The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called "M91 Infantry".<br />
[[File:MG5 A2.jpg|thumb|none|450px|Heckler & Koch MG5 A2 - 7.62x51mm NATO]]<br />
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the "M91 Special Forces" barrel, converting it into the A2.]]<br />
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the "Ruby Rampage".]]<br />
<br />
==Knight's Armament LAMG==<br />
The [[Knight's Armament LAMG]] itself was added during Season 5, under the name "FiNN LMG". As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.<br />
<br />
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the [[KAC ChainSAW]], via the "XRK ChainSAW" attachment. The "XRK M309 Forward Assault" stock is also similar to the older KAC LMG's tubular stock.<br />
<br />
The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.<br />
<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW2019 KACLMG.jpg|thumb|none|600px|The KAC LAMG in Gunsmith, unmodified.]]<br />
[[File:MW2019 KACLMG2.jpg|thumb|none|600px]]<br />
[[File:MW LAMG (1).jpg|thumb|none|600px|Raines with the LAMG in-game.]]<br />
[[File:MW LAMG (2).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW LAMG (3).jpg|thumb|none|600px|Pulling the charging handle from empty.]]<br />
[[File:MW LAMG (4).jpg|thumb|none|600px|Removing the empty belt box.]]<br />
[[File:MW LAMG (5).jpg|thumb|none|600px|Feeding in new links of regular 5.56.]]<br />
[[File:MW LAMG (6).jpg|thumb|none|600px|Closing the LAMG's top cover.]]<br />
[[File:MW LAMG (7).jpg|thumb|none|600px|Thumping a crate with the LAMG.]]<br />
[[File:MW2019 KACLAMGinspect.jpg|thumb|none|600px|The "FiNN" equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.]]<br />
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]<br />
[[File:MW LAMG ChainSAW (1).jpg|thumb|none|600px|The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.]]<br />
[[File:MW LAMG ChainSAW (2).jpg|thumb|none|600px|Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.]]<br />
<br />
==L86A1==<br />
The [[L86A1]] is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.<br />
<br />
It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].<br />
<br />
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]<br />
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]<br />
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]<br />
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]<br />
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]<br />
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]<br />
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]<br />
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]<br />
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]<br />
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]<br />
<br />
===L85A1===<br />
The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.<br />
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]<br />
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]<br />
<br />
==MG34==<br />
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.<br />
<br />
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.<br />
<br />
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".<br />
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]<br />
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]<br />
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]<br />
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]<br />
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]<br />
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]<br />
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]<br />
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.]]<br />
<br />
==PKM==<br />
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.<br />
<br />
The "25.9" heavy barrel" attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.<br />
<br />
Various blueprints such as the "Standard Issue", "Bludgeoner" and "Game Over" are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.<br />
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]<br />
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]<br />
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]<br />
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character does an unnecessary pull of the charging handle before opening the feed tray cover.]]<br />
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier should actually be locked back (with a round ready to be chambered dropped inside the gun), and needs to be dropped forwards before the new belt can be loaded.]]<br />
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]<br />
[[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.]]<br />
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]<br />
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.]]<br />
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]<br />
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]<br />
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]<br />
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The 2020 prototype of the [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The "RAAL" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]]<br />
[[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]]<br />
[[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in "Killhouse".]]<br />
[[File:SIGMG338MW19 ADS.jpg|thumb|none|600px|Looking down the iron sights.]]<br />
[[File:SIGMG338MW19 inspect1.jpg|thumb|none|600px|Inspecting the machine gun involves checking the feed tray.]]<br />
[[File:SIGMG338MW19 inspect2.jpg|thumb|none|600px|Then flipping the gun on its side and taking in the chunky FDE magnificence. Note the "ZLR" manufacturer marking.]]<br />
[[File:SIGMG338MW19 inspect3.jpg|thumb|none|600px|Checking the ejection port and charging handle.]]<br />
[[File:SIGMG338MW19 reload1.jpg|thumb|none|600px|Reloading from empty involves racking the charging handle.]]<br />
[[File:SIGMG338MW19 reload2.jpg|thumb|none|600px|Clearing the feed tray of stray links.]]<br />
[[File:SIGMG338MW19 reload3.jpg|thumb|none|600px|Replacing the ammunition box.]]<br />
[[File:SIGMG338MW19 reload4.jpg|thumb|none|600px|Then closing the unique side folding top cover.]]<br />
<br />
=Launchers=<br />
==Carl Gustaf M4==<br />
The [[Carl Gustaf M4]] appears as the "Strela-P" (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.<br />
<br />
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]<br />
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]<br />
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]<br />
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]<br />
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]<br />
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]<br />
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]<br />
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]<br />
<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin]] appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.<br />
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]<br />
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]<br />
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]<br />
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]<br />
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]<br />
<br />
==FN 40GL==<br />
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).<br />
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]<br />
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]<br />
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]<br />
[[File:MW FN 40GL (3).jpg|thumb|none|600px|"Aiming", which really just zooms in.]]<br />
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]<br />
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]<br />
<br />
==GP-25==<br />
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]<br />
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]<br />
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]<br />
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]<br />
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher can be attached to many of the other weapons in the "assault rifles" category.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike; as with the GP-25 above, the flip-up grenade launcher leaf sight associated with this particular barrel option is never used for its intended purpose.]]<br />
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]<br />
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]<br />
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]<br />
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]]<br />
<br />
===Madbull XM203===<br />
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|450px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The fictional launcher attached to a Tavor. [[Call of Duty: Modern Warfare 2#IMI Tavor TAR-21|10 years, and they still haven't learned...]]]]<br />
[[File:MW XM203 (1).jpg|thumb|none|600px|The "M203" affixed to a "Grau 5.56"; like most of the game's UBGLs, it lacks sights of any sort.]]<br />
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW XM203 (3).jpg|thumb|none|600px|The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.]]<br />
<br />
==Milkor Mark 14==<br />
The [[Milkor Mark 14]] appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected.<br />
<br />
Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.<br />
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]<br />
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in "Proxy War".]]<br />
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]<br />
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.]]<br />
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]<br />
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is featured in the game.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]<br />
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]<br />
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.]]<br />
<br />
==SA-25==<br />
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the "PILA" (plural form of ''pilum'', a type of Roman javelin; it also means "saw" in Russian). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional "FSS" company branding on the gripstock housing.]]<br />
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]<br />
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]<br />
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
The "Flash Grenade" in multiplayer is a [[Model 7290 flashbang grenade]].<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]<br />
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]<br />
<br />
==Mk.V CN Gas Grenade==<br />
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the "Gas Grenade".<br />
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]<br />
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]<br />
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]<br />
<br />
==M18 Smoke Grenade==<br />
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.<br />
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]<br />
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]<br />
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 Hand Grenade]] is featured in the game.<br />
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]<br />
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]<br />
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]<br />
[[File:MW M67 Idle.jpg|thumb|none|600px|Holding the grenade with the spoon removed. Note that the striker appears to not be in the fired position, which would prevent the fuze from detonating in real life.]]<br />
<br />
==M18A1 Claymore==<br />
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.<br />
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]<br />
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]<br />
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]<br />
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]<br />
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]<br />
<br />
==M84 Stun Grenade==<br />
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the "Stun Grenade".<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]<br />
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]<br />
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]<br />
<br />
==Hybrid Bouncing Mine==<br />
The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.<br />
[[File:MW VS Mine (1).jpg|thumb|none|600px|The "Proximity Mine" in the loadout menu.]]<br />
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]<br />
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]<br />
<br />
=="Thermite"==<br />
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from ''Titanfall 2'', a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.<br />
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]<br />
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]<br />
<br />
==RGD-5==<br />
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.<br />
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]<br />
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]<br />
<br />
==RGO Fragmentation Grenade==<br />
The "Hidden" uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.<br />
[[File:RGO.jpg|thumb|none|450px|RGO frag grenade]]<br />
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]<br />
<br />
==M26 hand grenade==<br />
What appears to be [[M26 hand grenade]]s are seen in the background of the player skin overview in multiplayer.<br />
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]<br />
<br />
=Emplaced/Mounted Weapons=<br />
==AGM-114 Hellfire==<br />
The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the "Cruise Missile" killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires.<br />
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]<br />
[[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]]<br />
[[File:MW CruiseMissile Tablet.jpeg|thumb|none|600px|A Hellfire can be seen on the tablet when calling in the "Cruise Missile" killstreak. Note the additional fins around the middle of the missile body that are not present on real Hellfires.]]<br />
<br />
==AGS-17==<br />
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.<br />
[[File:Ags17.jpg|thumb|none|400px|AGS-17 "Plamya" on tripod - 30x29mm]]<br />
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.]]<br />
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance "Wheelson" in a multiplayer match.]]<br />
<br />
==Browning M2HB==<br />
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.<br />
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]<br />
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]<br />
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]<br />
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]<br />
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]<br />
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]<br />
<br />
==Bofors 40mm==<br />
The "Gunship" killstreak in multiplayer has a [[Bofors 40mm]] cannon.<br />
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.]]<br />
<br />
==Bushmaster M242 Chaingun==<br />
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/"IAV" armored vehicles in the game.<br />
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]<br />
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the "Euphrates River" multiplayer level.]]<br />
<br />
==General Electric GAU-8/A Avenger==<br />
The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.<br />
[[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]<br />
[[File:MW19 A-10C.jpg|thumb|none|600px|A cropped image of the "Precision Airstrike" background art - the in-game screen covers the GAU-8 a bit with the description text. The A-10's loadout also includes four AGM-65 Maverick air-to-surface missiles, four AIM-9 Sidewinder air-to-air missiles, and 14 Hydra 70 rockets in LAU-68 rocket pods.]]<br />
<br />
==General Dynamics M197 Vulcan==<br />
The [[M197 Vulcan]] is affixed to the VTOL jumpjet in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.<br />
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]<br />
[[File:MW VTOL M197.jpg|thumb|none|600px|An Allegiance psuedo-AV-8B armed with the Vulcan turret over the Karst River Quarry. The Allegiance version has a Sukhoi "Flanker"-like splinter paint scheme. Also note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]]<br />
[[File:MW AV-8B.jpg|thumb|none|600px|A damaged Coalition VTOL jet with its M197 aimed downwards. Note the low quality model of the cannon shows it only with two barrels. Note also that the vectored thrust nozzles are pointed towards the aft, despite hovering in place.]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
A stylized Sukhoi Su-25 "Frogfoot" appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons can be seen mounted in the nose cone.<br />
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
[[File:MW Su-25.jpg|thumb|none|600px|The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor "eyes" seen below the cockpit, and a short pair of canards are also present just below them.]]<br />
<br />
==Hell Cannon==<br />
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.<br />
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real "Hell Cannon" found in Aleppo, Syria.]]<br />
[[File:codmw hellcannon.jpg|thumb|none|600px|The "Hell Cannon" with some of its peculiar warheads.]]<br />
<br />
==KPVT==<br />
A [[KPV heavy machine gun|KPVT]] can be found in the "Azhir Cave" multiplayer map.<br />
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]<br />
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]<br />
<br />
==M29 Mortar==<br />
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".<br />
[[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]]<br />
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]<br />
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]<br />
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]<br />
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]<br />
<br />
==M102 105mm Howitzer==<br />
The "Gunship" killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon.<br />
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]]<br />
<br />
==M230 Chain Gun==<br />
AH-64D Apache Longbow helicopters that appear in "Proxy War" and in multiplayer as the classic "Chopper Gunner" killstreak have usable [[M230 Chain Gun]] autocannons. Apaches also appear in the "Hunting Party" mission.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==Mk 47 Mod 0==<br />
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.<br />
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]<br />
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]<br />
<br />
=Other=<br />
==BGM-71 TOW==<br />
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.<br />
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]<br />
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the "That Should Do" quote. Note the scoped AR seen on the right.]]<br />
<br />
==Hybrid Reverse Draw Crossbow==<br />
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.<br />
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]<br />
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]<br />
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
==M79 grenade launcher==<br />
Frank Woods' character model that was released as a pre-order reward for ''[[Call of Duty: Black Ops Cold War]]'' has an unusable sawn-off [[M79 grenade launcher]] in a holster on his left side.<br />
[[File:US M79 sawed off with 2 hornets nest rounds & a 40mm 12g adapter round.jpg|thumb|none|400px|'''Airsoft''' CAW M79 sawed off with 3 airsoft grenades.]]<br />
[[File:MW19 M79 Woods.jpg|thumb|none|600px|The M79 "Pirate Pistol" in Woods' holster.]]<br />
<br />
==MG42==<br />
Either an [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.<br />
[[File:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]<br />
[[File:MW MG 42.jpg|thumb|none|600px|The MG42 lying on the ground. It appears to be reusing the Black Ops III model rather than the WWII one due to the distinctive bipod.]]<br />
<br />
==Taser X26==<br />
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.<br />
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]<br />
[[File:MW Taser.jpg|thumb|none|600px|]]<br />
<br />
=Unusable Weapons=<br />
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.<br />
<br />
==Beretta 92==<br />
An early model of the [[Beretta 92]] is seen in the promotional image for "The Bodyguard" customization pack for Domino.<br />
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]<br />
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.]]<br />
<br />
==Remington 1875==<br />
The playercard "Big Iron" shows a cowboy gunslinger with a [[Remington 1875]].<br />
[[File:Rem1875.jpg|thumb|none|400px|Remington 1875 - .45 Long Colt.]]<br />
[[File:MW Big Iron.jpg|thumb|none|600px|]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The playercard "Dry Heat" shows the silhouette of a proper [[Heckler & Koch MP7A1]].<br />
[[File:H&K MP71A1.jpg|thumb|none|400px|Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm]]<br />
[[File:MW MP7A1.jpg|thumb|none|600px|]]<br />
<br />
==Daniel Defense DDM4V7S==<br />
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.<br />
[[File:DDM4V7S.jpg|thumb|none|450px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]<br />
[[File:MW DD Mk18.jpg|thumb|none|600px|]]<br />
<br />
==Desert Tech MDR==<br />
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. <br />
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]<br />
[[File:MW MDR Menu.jpg|thumb|none|439px|]]<br />
<br />
==Noveske-style rifle==<br />
What appears to be a [[Noveske Rifleworks rifle series|Noveske]]-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.<br />
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]<br />
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]<br />
<br />
==Mk 46 Mod 0==<br />
The [[Mk 46 Mod 0]] is seen in a promotional artwork.<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]<br />
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]<br />
<br />
==Accuracy International AXMC==<br />
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.<br />
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum]]<br />
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:MW_M67_Idle.jpg&diff=1565851File:MW M67 Idle.jpg2023-03-25T09:00:11Z<p>Fine cuisine: {{SS}}</p>
<hr />
<div>== Summary ==<br />
{{SS}}</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&diff=1565849Call of Duty: Modern Warfare (2019)2023-03-25T08:49:12Z<p>Fine cuisine: /* AGM-114 Hellfire */</p>
<hr />
<div>{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare''<br />
|picture=MW19-Cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 25, 2019<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PC<br>PlayStation 4<br>Xbox One<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
<br />
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.<br />
<br />
'''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''.<br />
<br />
With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to. <br />
<br />
There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.<br />
<br />
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').<br />
<br />
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.<br />
<br />
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the [[Heckler & Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.<br />
<br />
Additional trivia on weapons in ''Modern Warfare'':<br />
* In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.<br />
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.<br />
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.<br />
* All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.<br />
* Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.<br />
* Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.<br />
* Ejected casings realistically have charred markings near their necks.<br />
* On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.<br />
* All bullet-firing weapons use modeled ballistic projectiles instead of hitscan in previous games (complete with bullet drop ala later ''Battlefield'' series), rather than limited to certain occasions such as the [[Barrett M82A1]] or the [[RSASS]] in the original ''Modern Warfare'' series, or being restricted to longer ranges while using hitscan in shorter ranges, as in ''Black Ops 4''.<br />
<br />
=Handguns=<br />
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.<br />
<br />
==".357"==<br />
The ".357" is a hybrid between the [[Colt Anaconda]] and the [[Smith & Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a [[Colt Python]], and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.<br />
<br />
The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.<br />
<br />
By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.<br />
<br />
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.<br />
<br />
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.<br />
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum]]<br />
[[File:S&WModel581.jpg|thumb|none|350px|Smith & Wesson Model 581 - .357 Magnum]]<br />
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]]<br />
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Golem.]]<br />
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]<br />
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]<br />
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]<br />
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]]<br />
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]<br />
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]<br />
[[File:Mw2019revolver3rdperson.jpg|thumb|none|600px|An Allegiance soldier stops to examine the frankenvolver.]]<br />
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, VSS Vintorez/Dragunov hybrid shoulder stock.]]<br />
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]]<br />
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.]]<br />
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]<br />
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]<br />
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]<br />
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]<br />
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]<br />
<br />
==="XRK .357"===<br />
The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the [[Smith & Wesson Model 327 R8]]. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.<br />
[[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".]]<br />
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]<br />
<br />
==Beretta M9A3==<br />
The [[Beretta M9A3]] was added in Season 3 as the "Renetti". It is depicted with front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.<br />
<br />
The "Renetti" can be turned into a pseudo-[[Beretta 93R]]: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.<br />
<br />
The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.<br />
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]<br />
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]<br />
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]<br />
[[File:MW M9A3 (1).jpg|thumb|none|600px|The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.]]<br />
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]<br />
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]]<br />
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]<br />
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]<br />
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]<br />
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]<br />
[[File:MW19Renetticustom2.jpg|thumb|none|600px|Ghost inspecting his custom M9A3 fitted with an aftermarket barrel and slide, Surefire X400, extended magazines and a suppressor.]]<br />
[[File:MW19Renetticustom1.jpg|thumb|none|600px|The hammer hitting the firing pin when shooting the customized M9A3.]]<br />
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]<br />
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire ''within'' each burst.]]<br />
<br />
==="Guard One"===<br />
The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the ''[[Resident Evil]]'' series, specifically Albert Wesker's two-tone Samurai Edge.<br />
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the ''Resident Evil'' video game series.]]<br />
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]<br />
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The "Guard One" blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.]]<br />
[[File:MW19 Guard One Reload.jpg|none|thumb|600px|Doing a tactical reload with the "Guard One", which shows that the extended magazines that come with the blueprint are also stainless steel (and the bullet clipping through the follower is as well).]]<br />
<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds.<br />
<br />
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.<br />
<br />
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.<br />
<br />
The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.<br />
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]<br />
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]<br />
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]<br />
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "FORGE TAC Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]<br />
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]<br />
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]<br />
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]<br />
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]]<br />
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]<br />
[[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines.]]<br />
[[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why [[Call_of_Duty:_Modern_Warfare_2#Desert_Eagle_Mark_XIX|it looks so familiar]].]]<br />
<br />
==Glock 21==<br />
The Gen 3 [[Glock 21]] appears in-game as the "X16". It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces, which should be using the [[MP-443 Grach]] instead.<br />
<br />
It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.<br />
<br />
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (the latter existing in Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.<br />
<br />
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]<br />
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from ''Titanfall'', a game made by former Infinity Ward members (some of whom returned to IW to work on ''Modern Warfare''). Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]<br />
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights...]]<br />
[[File:MW19Glock3.jpg|thumb|none|600px|...which are revealed to be functional night sights. Most of the handgun barrels have this feature in the game.]]<br />
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]<br />
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release (which is not actually engaged) instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.]]<br />
[[File:MW19Glock1.jpg|thumb|none|600px|An american PJ operator inspects his customized Glock 21 as he resists the urge to find out if the slide is made out of chocolate or not.]]<br />
[[File:MW19Glock2.jpg|thumb|none|600px|The slide of the custom Glock being pulled when reloading it from empty. Note the "Technician" gloves which are clearly a parody of Mechanix.]]<br />
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]<br />
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]<br />
[[File:MW2019 Glock Arcade.jpg|thumb|none|600px|The "War Beast" arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers. The same machine can be see in the Rec building on Al-Raab Airbase.]]<br />
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]<br />
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]<br />
<br />
===Glock 18C===<br />
The "Singuard Arms Featherweight" barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.<br />
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]<br />
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]<br />
[[File:MW19Glock4.jpg|thumb|none|600px|Gaz inspects his two G18s to figure out why they are not shooting full-auto. He then realizes that the selector is there just for cosmetic purposes.]]<br />
[[File:MW19Glock5.jpg|thumb|none|600px|He then reloads his left one. Notice how the characters are actually using their index finger to drop magazines and release the slide when reloading left handed, unlike in previous Call of Duty titles, that mirrored the animations whether the guns had ambi controls or not.]]<br />
<br />
==="The Howler"===<br />
"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]] (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a [[Smith & Wesson M&P]].<br />
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]<br />
[[File:S&W M&P 45acp.jpg|thumb|none|350px|Smith & Wesson M&P45 with 4.5" barrel - .45 ACP]]<br />
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the "Impossible Task".]]<br />
<br />
==="Urban Defiler"===<br />
The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an [[Arsenal Firearms Strike One]], along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.<br />
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]<br />
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the "Urban Defiler" without its included attachments.]]<br />
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]<br />
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]<br />
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand. This blueprint correctly uses metal magazines instead of the polymer Glock ones, but using any larger mag option reverts them back to the original model with extended baseplates]]<br />
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]<br />
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.]]<br />
<br />
==Kimber Custom TLE/RL II==<br />
The [[Kimber Custom TLE/RL II]] is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws and it has a standard barrel bushing instead of a full length guide rod. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.<br />
Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.<br />
<br />
The "Riptide" blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]<br />
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]<br />
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]<br />
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|The game depicts the slide stop on the 1911 engaging the slide on empty reloads.]]<br />
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty. The Kimber 1911 is the only automatic pistol in Modern Warfare where the standard animations have the player characters interact with the slide release instead of power stroking the slide on empty.]]<br />
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]<br />
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]<br />
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]<br />
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]<br />
[[File:MW191911.jpg|thumb|none|600px|Captain Price reloads a "Riptide" 1911 with the Kimber Warrior grips. Also note the rubberbands holding the grip safety depressed.]] <br />
<br />
===STI 2011===<br />
Some blueprint modifications take the form of an STI 2011, most closely resembling the [[STI Tactical|STI Tactical 5.0]], but with the depiction of an [[STI Costa Carry Comp]] style rectangular cutout on the left side of the slide. Those blueprints are the "Javelina", "Corax", "Bite Strength" and "Blue Dwarf"; the "Obsidian Carat" also has an STI frame, but requires the "1911 Stalker" attachment in order to match the slide as well. The "Corax" also has the skeletonized trigger of modern [[SIG-Sauer 1911]] variants (such as the 1911 TACOPS), albeit with a small hole added in it.<br />
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP]]<br />
[[File:MW STI Tactical.jpg|thumb|none|600px|The "Blue Dwarf" STI-style 1911.]]<br />
[[File:MW19corax (1).jpg|thumb|none|600px|Holding a customized "Corax" at the ready.]]<br />
[[File:MW19corax (3).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW19corax (2).jpg|thumb|none|600px|Swapping magazines. Despite resembling an STI with a double-stack frame, the variant retains the single-stack one of the base Kimber.]]<br />
<br />
==Makarov PM==<br />
The [[Makarov PM]] was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.<br />
<br />
The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. <br />
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]]<br />
[[File:MakarovGunsmith2preview MW19.jpg|thumb|none|600px|Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.]]<br />
[[File:MW2019 Makarov (1).jpg|thumb|none|600px|Wielding the "Sykov" inside the Scrapyard offices.]]<br />
[[File:MW2019 Makarov (2).jpg|thumb|none|600px|Aiming at the lockers.]]<br />
[[File:MW2019 Makarov (3).jpg|thumb|none|600px|Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.]]<br />
[[File:MW2019 Makarov (4).jpg|thumb|none|600px|Ditto, now from empty.]]<br />
[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]]<br />
[[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]]<br />
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]]<br />
[[File:MW2019 Makarov (7).jpg|thumb|none|600px|The "SSB 105mm" barrel (SSB standing for "Sykov's Svet Bochka") gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance.]]<br />
[[File:Makarovdrum.jpg|thumb|none|300px|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]<br />
<br />
===Makarov PB===<br />
The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed [[Makarov PB]] assembly.<br />
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]]<br />
<br />
===Stechkin APS===<br />
The "Sorokin 140mm Auto" barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" and "PP-Karabin". As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin".<br />
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]]<br />
<br />
==SIG-Sauer P320 RX==<br />
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.<br />
<br />
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission and by Captain Price in some missions. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission (despite the fact that Laswell specifically instructed Price to use "host nation weapons only", which none of Nikolai's acquisitions are). The specific gun available to the player in "Old Comrades" is equipped with the Holosun-based red dot sight that is only available to primary weapons in multiplayer. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.<br />
<br />
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually the Kimber TLE/RL II seen above in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).<br />
<br />
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]<br />
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]<br />
[[File:MW P320 (1).jpg|thumb|none|600px|The "M19" in game.]]<br />
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]<br />
[[File:MW P320 (3).jpg|thumb|none|600px|Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX. Note the first generation trigger. It can be swapped to the more recent model via some blueprint variants that change the look of the "Lightweight trigger" attachment.]]<br />
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]<br />
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]<br />
[[File:MW19 P320 black.jpg|thumb|none|600px|Kyle Garrick reloads his black P320 during a shootout with terrorists in London.]]<br />
[[File:MW P230 Black.jpg|thumb|none|600px|The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]<br />
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]<br />
[[File:MW19P320.jpg|thumb|none|600px|As Alex reloads his P320RX from empty, one can observe that the slide stop is not actually engaged and that the empty magazine still has bullets inside.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet APC9 K PRO G==<br />
The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO G]] was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the Brügger & Thomet GHM9. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.<br />
<br />
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.<br />
<br />
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum]]<br />
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (1).jpg|thumb|none|600px|The vanilla APC9 K PRO G in Gunsmith.]]<br />
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.]]<br />
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]<br />
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]<br />
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&T's fire selector.]]<br />
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]<br />
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]<br />
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]<br />
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]<br />
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the "FSS Revolution" attachment.]]<br />
[[File:B&T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 PRO G - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.]]<br />
[[File:APC9 SD.jpg|thumb|none|450px|Brügger & Thomet APC9 SD - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The "FSS Nightshade" APC9.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.<br />
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
[[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]]<br />
[[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]]<br />
[[File:ScorpionEvoMW19 idle.jpg|thumb|none|600px|]]<br />
[[File:ScorpionEvoMW19 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:ScorpionEvoMW19 inspect1.jpg|thumb|none|600px|Performing a weapon inspect involves the player character checking the magazine.]]<br />
[[File:ScorpionEvoMW19 inspect2.jpg|thumb|none|600px|Note the "FORGE-TAC" logo.]]<br />
[[File:ScorpionEvoMW19 inspect3.jpg|thumb|none|600px|Then checking the right hand side of the gun. Note the burst fire marking above the fire selector, only accessible through the "12-R Hollowpoint" magazine option.]]<br />
[[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]]<br />
[[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]]<br />
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.]]<br />
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with faux suppressor - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.]]<br />
[[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion EVO 3 S2 Micro with SBTEVO folding brace - 9x19mm]]<br />
[[File:MW19 ScorpionK (1).jpg|thumb|none|600px|A Scorpion K-style build with the "CX-23S" short barrel and collapsed "CX-FR" stock, and 12-round Hollow Point mags.]]<br />
[[File:MW19 ScorpionK (2).jpg|thumb|none|600px|The "CX-23" barrel has a short integral suppressor and built-in handstop configuration.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.<br />
<br />
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]<br />
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]<br />
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]<br />
<br />
===FN P90===<br />
The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.<br />
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]<br />
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]<br />
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]<br />
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]<br />
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".]]<br />
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|"The Neutralizer" P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the waffle magazine all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]]<br />
<br />
==Heckler & Koch MP5A3==<br />
The [[Heckler & Koch MP5A3]] appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).<br />
<br />
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the [[PTR 9KT]], an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.<br />
<br />
The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.<br />
<br />
The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler & Koch SP89|SP89]], and changes the HUD name to "[[MP5K]]". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.<br />
<br />
Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the [[MP5A5]]. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.<br />
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]<br />
[[File:H&KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]<br />
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]<br />
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]<br />
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]<br />
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed, however no rounds seem to be extracted from the chamber during this process. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]<br />
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]<br />
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]<br />
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]<br />
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]<br />
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]<br />
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.]]<br />
[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]]<br />
[[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]]<br />
[[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]<br />
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]<br />
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]<br />
<br />
===Heckler & Koch MP5A2===<br />
The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.<br />
[[File:H&KMP5-N.jpg|thumb|none|450px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]]<br />
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]<br />
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]]<br />
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]]<br />
<br />
===Heckler & Koch MP5SD3===<br />
The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an [[MP5SD3]].<br />
[[File:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD3 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the "Point Blank" blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the "FSS Light" and the shorter "Monolithic" integrally suppressed barrel.]]<br />
<br />
===Heckler & Koch MP5SD2===<br />
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler & Koch MP5SD|MP5SD2]].<br />
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.]]<br />
<br />
===Heckler & Koch MP5/10===<br />
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler & Koch MP5/10|MP5/10]], minus the bolt hold open assembly.<br />
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]<br />
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]<br />
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&K MP5/10 equipped with a red dot sight and collapsible stock.]]<br />
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A black [[Heckler & Koch MP7|Heckler & Koch MP7A2]] appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]]<br />
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]<br />
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.]]<br />
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]<br />
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.]]<br />
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]<br />
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]<br />
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]<br />
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]<br />
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]<br />
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]<br />
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".]]<br />
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the "Piercer" MP7.]]<br />
<br />
==IMI Uzi==<br />
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].<br />
<br />
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.<br />
<br />
The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.<br />
<br />
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MicroUziPistol.jpg|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]<br />
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]<br />
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.]]<br />
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reload. Note that the weapon has "A-F-S" selector markings, a characteristic of civilian Uzis converted to full-auto.]]<br />
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]<br />
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]<br />
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]<br />
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.]]<br />
<br />
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]<br />
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]<br />
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]<br />
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.]]<br />
<br />
==="Blowback"===<br />
The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.<br />
<br />
The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]]<br />
<br />
==KRISS Vector==<br />
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has most visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. Furthermore, it lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, to the point that the proprietary "Super-V" recoil management system of the real world Vector would not be able to function.<br />
<br />
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).<br />
<br />
There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.<br />
<br />
The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol.<br />
<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.]]<br />
[[File:MW2019 Vector.jpg|thumb|none|600px|]]<br />
[[File:MW2019 Vector2.jpg|thumb|none|600px|]]<br />
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]<br />
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]<br />
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]<br />
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]<br />
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]<br />
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]<br />
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]<br />
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]<br />
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]<br />
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]<br />
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the "Apex" and "Sabre" parts, along with an [[SL8]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]]<br />
<br />
==LWRC SMG-45==<br />
The [[LWRC SMG-45]] was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The "Striker 45" on Rust.]]<br />
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]<br />
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]<br />
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]<br />
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.]]<br />
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]<br />
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]<br />
<br />
===Heckler & Koch UMP45===<br />
The "Undertaker" variant of the SMG-45 resembles the [[Heckler & Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for [[Heckler & Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.<br />
<br />
The UMP45 resemblance also applies to the later-added "Garrote", "Dream Dasher", "Evil Manifest", "Halcyon Days", and "Bat Out Of Hell" blueprints.<br />
<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with RIS rail - .45 ACP]]<br />
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.]]<br />
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]<br />
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]<br />
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]<br />
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]<br />
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. This is a pre-patch screenshot; the charging handle now (correctly) stays forward in first person.]]<br />
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC - .45 ACP]]<br />
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]<br />
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]<br />
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]<br />
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]<br />
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]<br />
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]<br />
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]<br />
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]<br />
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]<br />
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.]]<br />
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]<br />
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.]]<br />
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears simply as the "AUG". One of the multiple customization options is the "622mm long barrel", which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]<br />
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]<br />
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]<br />
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]<br />
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]<br />
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]<br />
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]<br />
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]<br />
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.]]<br />
<br />
===Steyr AUG A3===<br />
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.<br />
<br />
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.<br />
<br />
The "Gremlin" blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The "Death Roll" blueprint also has the same features (it mounts an A3 SF-style scope by default).<br />
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO]]<br />
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]<br />
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO]]<br />
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]<br />
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]<br />
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]<br />
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]<br />
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.]]<br />
[[File:MW Leecher-issue.jpg|thumb|none|600px|The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.]]<br />
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]<br />
[[File:AUG A3 M1 high rail.jpg|thumb|none|425px|Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO]]<br />
[[File:MW AUG (5).jpg|thumb|none|600px|The "Death Roll" AUG with the A3 M1 style components and a Magpul AFG2.]]<br />
[[File:MW AUG (6).jpg|thumb|none|600px|Aiming down the iron sights mounted on the rail.]]<br />
<br />
=Shotguns=<br />
==AA-12==<br />
The [[AA-12]] was added during Season 6, under the name "JAK-12". It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.<br />
[[File:AA-12 CQB.jpg|thumb|none|400px|AA-12 CQB - 12 gauge]]<br />
[[File:MW2019 AA12 1.jpg|thumb|none|600px|An unmodified "JAK-12" in Gunsmith.]]<br />
[[File:MW2019 AA12.jpg|thumb|none|600px|Similar to the ''[[Call of Duty Online]]'' model, the cutlass-type bottom fingerguard is absent.]]<br />
[[File:MW2019 AA-12 (1).jpg|thumb|none|600px|Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.]]<br />
[[File:MW2019 AA-12 (2).jpg|thumb|none|600px|The AA-12 CQB inside the TV Station's server room.]]<br />
[[File:MW2019 AA-12 (3).jpg|thumb|none|600px|Using the iron sights.]]<br />
[[File:MW2019 AA-12 (4).jpg|thumb|none|600px|Partial reloads are performed in a manner similar to the RO933 carbine.]]<br />
[[File:MW2019 AA-12 (5).jpg|thumb|none|600px|Locking the bolt back on empty.]]<br />
[[File:MW2019 AA-12 (6).jpg|thumb|none|600px|Sliding in a fresh 8-round stick magazine.]]<br />
[[File:MW2019 AA-12 (7).jpg|thumb|none|600px|Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.]]<br />
[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]]<br />
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]<br />
[[File:MW AA12 DrumInspect.jpeg|thumb|none|600px|Inspecting an AA-12 with the "ZLR J-3600 Torrent" barrel, thermal sight, and a 20-round drum magazine. The AA-12 also has the option to use 32-round drums.]]<br />
[[File:MW AA12 DrumReload1.jpeg|thumb|none|600px|Reloading with the drum magazines are performed in a somewhat unorthodox pose.]]<br />
[[File:MW AA12 DrumReload2.jpeg|thumb|none|600px|Wrapping up the empty reload.]]<br />
[[File:MW AA12 DrumReloadFast1.jpeg|thumb|none|600px|With Sleight of Hand, the weapon is held in a more familiar manner. Here it is fitted with the "ZLR J-2800 Influx" barrel.]]<br />
[[File:MW AA12 DrumReloadFast2.jpeg|thumb|none|600px|A quick rack of the charging handle and the next 20 rounds are good to go.]]<br />
<br />
==Browning Citori 725==<br />
A visually altered [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.<br />
<br />
A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]<br />
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]<br />
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]<br />
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]<br />
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.<br />
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]<br />
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]<br />
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]<br />
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]<br />
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]<br />
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5" barrel.]]<br />
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.]]<br />
<br />
===Fostech Origin-12 SBV===<br />
The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.<br />
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]<br />
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the "FORGE TAC Dart" arm brace.]]<br />
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]<br />
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.]]<br />
<br />
==Knight's Armament Masterkey==<br />
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the "12-Gauge Deputy" mounted on an M16-lookalike.]]<br />
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.]]<br />
[[File:MW Masterkey (3).jpg|thumb|none|600px|"Aiming" the device.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Side view of the Masterkey attached to the "Fractured" blueprint of the FAMAS.]]<br />
<br />
===Hybrid Underbarrel Shotgun===<br />
The version available to the post-release [[CTAR-21|Tavor CTAR-21]], [[SIG SG 552]], [[Galil ACE]] and [[AN-94]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the [[M26 MASS]]. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]<br />
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551 lookalike.]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]<br />
<br />
==M26 MASS==<br />
A standalone [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.<br />
<br />
An update in April 2020 added the ability to use Dragon's Breath ammunition.<br />
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]<br />
[[File:TheoneXM26A.jpg|thumb|none|400px|Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm]]<br />
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]<br />
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]<br />
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]<br />
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]<br />
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]<br />
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]<br />
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]<br />
<br />
==Remington 870 MCS==<br />
The [[Remington 870 MCS]] appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.<br />
<br />
A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).<br />
<br />
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]<br />
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]<br />
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]<br />
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]<br />
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]<br />
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]<br />
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]<br />
[[File:Mw2019domino870.jpg|thumb|none|600px|Coalition Operator "Domino" holds a shortened 870.]]<br />
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.]]<br />
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique. With this weapon, as well as the MK2/Marlin 1895 (though with standard animations as well), has the player character insert ammunition continuously as if they had all the requisite ammo in their reloading hand, which begs the question of how the player characters are able to hold 8 12-gauge shells in one hand and are still be able to dexterously reload.]]<br />
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]<br />
[[File:Remington Model 870 DM.jpg|thumb|none|400px|Remington Model 870 DM - 12 gauge]]<br />
[[File:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]<br />
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the "Gulf Stalker" blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.]]<br />
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]<br />
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]<br />
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]<br />
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]<br />
<br />
==Standard Manufacturing DP-12==<br />
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous ''Call of Duty'' games.<br />
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]<br />
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]<br />
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]<br />
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]<br />
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]<br />
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]<br />
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]<br />
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]<br />
<br />
=Rifles & Carbines=<br />
==AK-47==<br />
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:<br />
<br />
*Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0" RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.<br />
*Stock options consist of the "Field LMG Stock", a [[PKM]]-style stock; "Skeleton Stock", an [[AKS-74]] folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.<br />
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.<br />
<br />
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.<br />
<br />
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, when in reality they have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s.<br />
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]<br />
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]<br />
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]<br />
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]<br />
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]]<br />
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.]]<br />
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]<br />
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]<br />
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]<br />
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be the "Flash Guard" attachment which is based on the SureFire SOCOM 3-Prong Flash Hider. However, in the final game the AK-47 uses a different flash guard.]]<br />
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]]<br />
[[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]]<br />
<br />
===AK-74===<br />
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an [[AK-74]] (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.<br />
<br />
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "[[AK-12]]". It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.<br />
<br />
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".<br />
<br />
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining "AK-47".<br />
<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]<br />
[[File:AK-12.jpg|thumb|none|450px|An actual AK-12, for comparison to the "AK-12" found in the singleplayer - 5.45x39mm]]<br />
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.]]<br />
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".]]<br />
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]<br />
[[File:MW AK-12 (3).jpg|thumb|none|600px|An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]<br />
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]<br />
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the "Gilded Arm" was later added in Season 6.]]<br />
<br />
===AKM===<br />
The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf Warriors 2]]''), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.<br />
<br />
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw".<br />
<br />
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]<br />
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]]<br />
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , ''volk''), corresponding to their wolf head logo.]]<br />
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]<br />
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]<br />
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]<br />
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]<br />
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]<br />
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]<br />
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.]]<br />
[[File:MW2019 Resonant.jpg|thumb|none|600px|The "Resonant" blueprint, which seems to be based on ''[[Call of Duty: Infinite Warfare]]''’s "Volk" AK. The energy rounds zap and explode whole enemies in a manner similar to the ''Wunderwaffe DG-2'' from previous games' Zombies modes.]]<br />
<br />
===Arsenal AR-M1===<br />
At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].<br />
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]<br />
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]<br />
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]<br />
<br />
===AKS-74U===<br />
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima".<br />
<br />
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]<br />
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.]]<br />
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in ''Modern Warfare'', all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the ''[[Metro]]'' games).]]<br />
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.]]<br />
<br />
===AKMSU===<br />
The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].<br />
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]<br />
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.]]<br />
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]<br />
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]<br />
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]<br />
<br />
==AN-94==<br />
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production [[AK-12]]/15 rifles. As with ''[[Call of Duty: Black Ops II]]'', the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the ''third'' round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).<br />
<br />
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an [[RPK-74M]] extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.<br />
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]]<br />
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]]<br />
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]]<br />
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]]<br />
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]<br />
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).]]<br />
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]<br />
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]<br />
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]<br />
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]<br />
<br />
==AS Val==<br />
The [[AS Val]] was added in Season 6 as the "AS VAL". Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.<br />
<br />
The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.<br />
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]<br />
[[File:MW2019 ASVAL.jpg|thumb|none|600px|An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.]]<br />
[[File:MW2019 ASVAL1.jpg|thumb|none|600px|The iron sights are repositioned onto the handguard akin to the SR-3M.]]<br />
[[File:MW AS VAL (1).jpg|thumb|none|600px|Spawning in with the AS Val - the character disengages the safety lever.]]<br />
[[File:MW AS VAL (2).jpg|thumb|none|600px|The Val in idle.]]<br />
[[File:MW AS VAL (3).jpg|thumb|none|600px|Aiming with the short radius sights.]]<br />
[[File:MW AS VAL (4).jpg|thumb|none|600px|Reloading tactical style.]]<br />
[[File:MW AS VAL (5).jpg|thumb|none|600px|Throwing out the spent magazine on an empty reload.]]<br />
[[File:MW AS VAL (6).jpg|thumb|none|600px|Working the action underhanded style.]]<br />
[[File:MW AS VAL (7).jpg|thumb|none|600px|Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.]]<br />
[[File:MW AS VAL (8).jpg|thumb|none|600px|The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...]]<br />
[[File:MW AS VAL (9).jpg|thumb|none|600px|...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.]]<br />
<br />
===VSS Vintorez===<br />
Equipping the "VLK Vintazh" stock turns the gun into a [[VSS Vintorez]], while the "VLK Strelok" stock approximates that of the modernized VSSM; while not mandatory, the "Dragunov Scope" and the "SPP 10-R Mags" help further this setup's resemblance to the real deal.<br />
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]<br />
[[File:MW2019 VSSVintorez.jpg|thumb|none|600px|The VSS Vintorez in Gunsmith.]]<br />
[[File:MW2019 VSSVintorez1.jpg|thumb|none|600px|The rifle's other side, showing off the scope mount]]<br />
[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]]<br />
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]]<br />
<br />
===SR-3 Vikhr===<br />
[[SR-3]]/SR-3M Vikhr-like configurations can be made from the "Stovl SOF" barrel and the "Stovl 6P30 Skelet" stock or default stock, respectively. The name in these two attachments is a misspelling of "Stvol", a fictional weapon manufacturer fully known as "Ствол Тактический" in-game, which translates to "barrel tactical"; "6P30" is the GRAU index designation of the AS Val.<br />
[[File:SR3.jpg|thumb|none|350px|SR-3 Vikhr - 9x39mm]]<br />
[[File:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30-round magazine - 9x39mm]]<br />
[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]]<br />
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]]<br />
<br />
==ASh-12.7==<br />
The [[ASh-12.7]] prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.<br />
<br />
It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.<br />
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]<br />
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]<br />
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]<br />
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]<br />
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]<br />
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]<br />
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]<br />
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]<br />
[[File:MW Oden The Liar.jpg|thumb|none|600px|"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]]<br />
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.]]<br />
<br />
==Colt Model 933==<br />
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a black Daniel Defense Mk18 RIS II handguard (although the bottom two screws are mounted from the back to front like the other four screws, whereas on the real handguard they are mounted from front to back), Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan NSWC Crane SOPMOD Block II buttstock (not a B5 enhanced because it lacks QD sling cups), tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.<br />
<br />
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.<br />
<br />
The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with a animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.<br />
<br />
The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.<br />
<br />
[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]<br />
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]<br />
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]<br />
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]<br />
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]<br />
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine catch is properly animated.]]<br />
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason, the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]<br />
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]<br />
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.]]<br />
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. The semi-auto marking is missing from the left side of the base weapon.]]<br />
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including "The Purist" blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]<br />
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the "Commando Foregrip", which resembles a Magpul Angled Foregrip.]]<br />
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]<br />
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has a barrel and muzzle brake reminiscent of this weapon.]]<br />
[[File:MW Calibrutal.jpg|thumb|none|600px|The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.]]<br />
<br />
===Mk 18 Mod 0===<br />
The “FSS 11.5" Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.<br />
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]<br />
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]]<br />
[[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle-equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]]<br />
<br />
===Colt Model 901===<br />
The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble the [[M16A4|Colt Model 901]] (which was marketed as an M16A3). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.<br />
<br />
Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock, as does the "Old Faithful" blueprint. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.<br />
<br />
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]<br />
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]]<br />
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game. Note that even with the M16 M203 handguard, the grenade launcher is still somehow mounted on a section of picatinny rail underneath the handguard. How this is done is unclear, but likely a custom handguard setup designed for the game.]]<br />
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]<br />
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]<br />
[[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]]<br />
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]<br />
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]<br />
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]<br />
[[File:MW M16 OG (1).jpg|thumb|none|600px|An "OG" M16 in its default configuration.]]<br />
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]<br />
<br />
===Colt 9mm SMG (R0991)===<br />
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a [[M16 rifle series#Colt 9mm Submachine Gun (RO635)|Colt 9mm SMG (R0991)]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).<br />
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]<br />
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.]]<br />
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]<br />
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]<br />
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]<br />
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]]<br />
<br />
==="XRK M4"===<br />
The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle. The same receiver model layout, default pistol grip, trigger and fire selector is seen by default in most other blueprints added in the game post release, "Fair Bass", "Polytope", "War Pig", "White Noise", and "Zip Tie" to name a few, though with different markings, different manufacturer's printings and different attachments.<br />
<br />
It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.<br />
<br />
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK M4" along with an "XRK .357". The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard "M4" weapon model.]]<br />
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".]]<br />
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the "XRK M4" can be found from Marines in the single player campaign, such as the "Zip Tie" here.]]<br />
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]<br />
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs, a combination that is not possible in multiplayer.]]<br />
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the “FSS 14.5" Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16" barrel. This has been removed as of the Season 2 battlepass, and the XRK M4 now uses the standard “FSS 14.5" Tac Lite” handguard. MW2019 Season 3 however, allows the unique forend (from the "Zip Tie" blueprint) to be attached to this blueprint (as well as many others, including the default RO933) through the use of the Gunsmith Customs function.]]<br />
<br />
===M4A1 Carbine===<br />
The "Task Force" blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]'', though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.<br />
<br />
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. <br />
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]<br />
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".|600px]]<br />
[[File:MW2019MW2-M400.jpg|thumb|none|600px|Just like with the base gun, picking up/spawning with the rifle involves pulling the charging handle and checking the chamber...]]<br />
[[File:MW2019MW2-M401.jpg|thumb|none|600px|...then smacking the forward assist.]]<br />
[[File:MW2019MW2-M41.jpg|thumb|none|600px|Holding the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".]]<br />
[[File:MW2019MW2-M42.jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]]<br />
[[File:MW2019MW2-M45.jpg|thumb|none|600px|Performing a tactical reload. With Sleight of Hand the player drops simply drops the magazine. Also note the protruding magazine catch.]]<br />
[[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]]<br />
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.<br />
<br />
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.<br />
<br />
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous ''Call of Duty'' games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.<br />
<br />
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]<br />
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.]]<br />
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]<br />
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]<br />
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]<br />
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]<br />
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]<br />
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]<br />
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]<br />
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]<br />
<br />
===FAMAS Valorisé===<br />
The "Fractured Forces", "Code Breaker", "The Artisan", "Insurgency" and "The Fallen" blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. <br />
<br />
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]<br />
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.]]<br />
[[File:MW Valorisé (1).jpg|thumb|none|600px|The "Fractured Forces" in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, but at least it's gold-plated now.]]<br />
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the "Code Breaker".]]<br />
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]<br />
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]<br />
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]<br />
<br />
===FAMAS G1===<br />
A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]].<br />
<br />
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]<br />
[[File:MW FAMAS G1.jpg|thumb|none|600px|An unreleased FAMAS G1 blueprint in an intro screen to the armory.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the "Fractured" blueprint.]]<br />
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]]<br />
<br />
==FN FAL==<br />
The [[FN FAL]] is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.<br />
<br />
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely a hidden attachment or an entirely different weapon entity that was left in the singleplayer as an Easter Egg of sorts.<br />
<br />
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.<br />
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]<br />
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the barrel & muzzle]]<br />
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL "G Series" - 7.62x51mm NATO]]<br />
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]<br />
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]<br />
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games. Initially, the weapon was depicted with "E-S" selector markings, similarly to the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector markings have been changed to "S-F" after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.]]<br />
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]<br />
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]<br />
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]<br />
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]<br />
[[File:MW FAL (8).jpg|thumb|none|600px|The FAL with the "S-F" selector markings...]]<br />
[[File:MW FAL (9).jpg|thumb|none|600px|...while the "Beefeater" variant still has a gold-embossed "E-S" inscription.]]<br />
<br />
===FN FAL Paratrooper===<br />
The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.<br />
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]<br />
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]<br />
<br />
===DSA SA58 OSW===<br />
The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. <br />
[[File:DSA-SA-58-OSW.jpg |thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base "Smooth Dominator" FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]<br />
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]<br />
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]<br />
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]<br />
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.]]<br />
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]<br />
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.]]<br />
<br />
==FN SCAR-H==<br />
The [[SCAR-H]] appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "[[FN]]" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.<br />
<br />
The weapon is also seen in the "Poster" calling card in multiplayer.<br />
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which has no length of pull adjustment), the relocated pins, and the greatly elongated side rails.]]<br />
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.]]<br />
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]<br />
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]<br />
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]<br />
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:<br><br />
* Like the "M4A1", the magazine release is animated.<br><br />
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.<br><br />
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.<br><br />
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).<br><br />
* There are "FORGE TAC Arms USA" markings underneath the rear sight.]]<br />
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]<br />
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]<br />
[[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.]]<br />
[[File:MW SCAR Traitor.jpg|thumb|none|600px|"The Traitor" SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver. ]]<br />
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]<br />
<br />
===FN SSR===<br />
Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.<br />
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]<br />
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]<br />
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]<br />
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]<br />
<br />
===FN SCAR-SC===<br />
The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact [[FN SCAR-SC]], except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.<br />
[[File:FN SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]<br />
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|A SCAR-SC build in Gunsmith.]]<br />
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]<br />
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]<br />
<br />
==Heckler & Koch G36==<br />
The [[Heckler & Koch G36]] was added with the "Season One" content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.<br />
<br />
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.<br />
<br />
The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).<br />
<br />
The most notable trait of the "Necrosis" model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]<br />
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]<br />
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]<br />
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the "Holger-26". Note the chopped down front sight.]]<br />
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the "FORGE TAC" marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]<br />
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]<br />
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]<br />
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]<br />
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]<br />
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]<br />
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]<br />
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler & Koch G36 with low-profile scope rail - 5.56x45mm NATO]]<br />
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The "Necrosis" blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]<br />
[[File:MW G36 Guilded.jpg|thumb|none|600px|The "Gilded" G36 blueprint, which uses the normal-model stock.]]<br />
<br />
===Heckler & Koch G36KA4===<br />
The "XRK Ultralight" barrel attachment turns the weapon into a [[Heckler & Koch G36K|G36KA4]].<br />
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]<br />
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]<br />
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]<br />
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the "Necrosis" blueprint, showcasing the difference in receiver designs.]]<br />
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]<br />
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]<br />
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]<br />
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]<br />
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]<br />
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]<br />
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]<br />
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a "Necrosis" G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]<br />
<br />
===Heckler & Koch G36C===<br />
The “FTAC 8.98" Spitfire” attachment turns the gun into a [[Heckler & Koch G36C|G36C]].<br />
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]<br />
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]<br />
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired "Colonial Standard" G36C included in the "Earth Expeditionary Force" bundle, which also includes a Ripley-themed uniform for SAS character Charly. "Adios" is also from one of the film's M56 Smart Guns.]]<br />
<br />
==Heckler & Koch HK433==<br />
The [[Heckler & Koch HK433]] appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.<br />
<br />
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black".<br />
<br />
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler & Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).<br />
[[File:HK433.jpg|thumb|none|450px|Heckler & Koch HK433, third prototype - 5.56x45mm NATO]]<br />
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]<br />
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]<br />
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.]]<br />
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]<br />
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]<br />
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]<br />
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the "M27 IAR" from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]<br />
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]<br />
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]<br />
<br />
==IWI Galil ACE Hybrid==<br />
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.<br />
<br />
The "CR-56 EXO" attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.<br />
<br />
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.<br />
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15" barrel - 7.62x39mm]]<br />
[[File:ACE GAR51.jpg|thumb|none|450px|IWI US Galil ACE GAR51SBR - 7.62x51mm NATO]]<br />
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The Galil ACE with its default 11.8" barrel. The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]<br />
[[File:MW2019 GalilACE.jpg|thumb|none|600px|Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]<br />
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined "Hardhat" map from ''MW3.'' Note the non-standard top cover latch; the ACE series use a conventional AK-style push-button, while the in-game rifle instead uses a sheet-metal tab reminiscent of the [[RPK-16]], with the spot that the button would normally occupy being taken up by the fictional manufacturer's pentagonal logo.]]<br />
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE - though with a rear sight this wide, "pointing" might be a more appropriate verb.]]<br />
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine; the same pentagonal logo is visible here, as is a 3-position selector correctly set to "auto".]]<br />
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]<br />
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]<br />
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in "The Story So Far" trailer.]]<br />
[[File:ACE GAR39.jpg|thumb|none|450px|IWI US Galil ACE GAR39SBR - 7.62x39mm]]<br />
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3" Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]<br />
[[File:MW ACE The Divide.jpg|thumb|none|600px|"The Divide" Galil ACE with the GAR39SBR-like barrel and forend.]]<br />
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]<br />
[[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]]<br />
[[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.]]<br />
<br />
==IWI Tavor CTAR-21==<br />
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7". Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.<br />
<br />
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.<br />
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]<br />
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]<br />
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]<br />
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]<br />
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]<br />
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]<br />
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]<br />
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]<br />
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]<br />
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]<br />
<br />
===IWI Tavor TAR-21===<br />
The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.<br />
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the "Eclipse" barrel and other attachments.]]<br />
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The "Corrupter" TAR-21, which also features an even further-stylized chassis.]]<br />
<br />
==Karabiner 98k==<br />
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. <br />
<br />
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).<br />
<br />
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.<br />
<br />
During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.<br />
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]<br />
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]<br />
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]<br />
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]<br />
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]<br />
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]<br />
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]<br />
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]<br />
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]<br />
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]<br />
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]<br />
<br />
==M14==<br />
The [[M14]] appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.<br />
<br />
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. <br />
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]<br />
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the "FORGE TAC" markings.]]<br />
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]<br />
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in ''[[Medal of Honor: Warfighter]]''.]]<br />
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the "FSS Raider Chassis Elite".]]<br />
[[File:MW M14 (6).jpg|thumb|none|600px|Sleight-of-Hand reloading a customized EBR.]]<br />
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the "FSS Raider Chassis Pro".]]<br />
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]<br />
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]<br />
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The "Stay Frosty" M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]<br />
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]<br />
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]<br />
<br />
==Marlin Model 1895==<br />
The [[Marlin Model 1895]] appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.<br />
<br />
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.<br />
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]<br />
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]<br />
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]<br />
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]<br />
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]<br />
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]<br />
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]<br />
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]<br />
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]<br />
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]<br />
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The "Dust Trail" Marlin.]]<br />
<br />
==SIG-Sauer MCX VIRTUS SBR==<br />
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.<br />
<br />
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches, while the "Tempus Cyclone" gives the gun an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The "no stock" attachment normally just removes the stock, but on the "Radioactive" and "Cagefighter" blueprint it replaces it by a buffer tube.<br />
<br />
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.<br />
<br />
A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.<br />
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]<br />
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]<br />
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the "M13".]]<br />
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]<br />
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional "SOLOZERO Optics" manufacturer.]]<br />
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]<br />
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]<br />
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]<br />
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]<br />
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]<br />
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]<br />
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]<br />
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the "Marksman" barrel assembly, with a length somewhere between an MCX SBR's 14.5" barrel and an MCX Patrol's 16" barrel. The handguard is of fictional length; the number of M-LOK slots would suggest a 14.5" barrel, but the dimensions of the handguard are slightly larger than they are supposed to be.]]<br />
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX VIRTUS Patrol.]]<br />
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.]]<br />
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]<br />
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The "Short Stuff" MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's cam plate next to the bolt catch. This is also the case for many other blueprints such as the "Die Cast" and "Cagefighter".]]<br />
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]]<br />
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]<br />
<br />
==SIG SG 552==<br />
The [[SIG SG 552]] was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The "Envenom" and "Mother Lode" blueprints added in Season 5 give the base rifle a highly stylized appearance and use [[IMBEL IA2]]-style stocks. Additionally, the "Mother Lode" has stylised Diamondback iron sights.<br />
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]<br />
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]<br />
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]<br />
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]<br />
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]<br />
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have "22LR" written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the ".223 Rem." marking on the side of the upper receiver, which was changed to "5.56 NATO" sometime in 2020.]]<br />
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]<br />
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]<br />
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]<br />
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]]<br />
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.]]<br />
[[File:IMBEL IA2.jpg|thumb|none|450px|IMBEL IA2 - 5.56x45mm]]<br />
[[File:MW Mother Lode.jpg|thumb|none|600px|The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]]<br />
[[File:MW Envenom.jpg|thumb|none|600px|The "Envenom" blueprint, with an alternate default forend.]]<br />
<br />
===SIG SG 550===<br />
The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip gives it a resemblance to the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).<br />
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]<br />
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]<br />
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the rifle.]]<br />
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]<br />
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]<br />
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]<br />
<br />
===SIG SG 551===<br />
The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.<br />
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]<br />
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]<br />
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 build the Atlas Superstore.]]<br />
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]<br />
<br />
==Zastava M59/66==<br />
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.<br />
<br />
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.<br />
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]<br />
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.]]<br />
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]<br />
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]<br />
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]<br />
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]<br />
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]<br />
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock - 7.62x39mm]]<br />
[[File:MW SKS (12).jpg|thumb|none|600px|The "FTAC Hunter-Scout" stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]<br />
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]<br />
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]<br />
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]<br />
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]<br />
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]<br />
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]<br />
[[File:MWSKS-BayofPigs.jpg|thumb|none|600px|The "Bay of Pigs" variant which could be received during the [[Call of Duty: Black Ops Cold War|''Black Ops Cold War'']] reveal event in Warzone on August 26, 2020.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AX50==<br />
The [[Accuracy International AX50]] is featured in the game.<br />
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]<br />
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]<br />
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]<br />
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]<br />
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]<br />
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]<br />
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]<br />
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]<br />
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]<br />
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the "Corpse Maker" variant.]]<br />
<br />
==Barrett XM109==<br />
The [[Barrett XM109]] was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".<br />
<br />
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer "FTAC Seven Straight" barrel which, when combined with the Tank Brake and with ''not'' using the 25mm grenade ammo, makes it a [[Barrett M82A3]]-like build (though with only five-round mags instead of ten).<br />
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]<br />
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]<br />
[[File:MW2019 XM109.jpg|thumb|none|600px|The base "Rytec AMR" in Gunsmith.]]<br />
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]<br />
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the "Scrapyard" map recreated from ''MW2''.]]<br />
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]<br />
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]<br />
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]<br />
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]<br />
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the "Rytec" advertisers probably didn't have in mind.]]<br />
[[File:M82A1 OldSpec.JPG|thumb|none|500px|Original/Early Specification Barrett M82 - .50 BMG]]<br />
[[File:Barrett M82A3.jpg|thumb|none|500px|Barrett M82A3 - .50 BMG]]<br />
[[File:MW M82.jpg|thumb|none|600px|The AMR with the early Barrett style "XRK Mastodon" stock, bipod, and the "XRK Tank Brake" and "FTAC Seven Straight" modifications.]]<br />
<br />
=="HDR"==<br />
The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. The magwell and a few parts of the receiver appear to be similar to the [[Victrix Corvus]], and the pistol grip is inspired by the Stark Equipment grips. The KeyMod handguard resembles that of the SKAT GM-200, and its lower part is reminiscent of a [[PGM Mini-Hecate]]'s handguard. The weapon is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series.<br />
<br />
An altered version featuring a different receiver and handguard, as well as a skeletonized wooden thumbhole stock, is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart uses 12.7x108mm ammunition.<br />
<br />
A unique "Grassy Knoll" variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called "Hadir's Right Hand".<br />
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]<br />
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]<br />
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]<br />
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The "HDR" in Gunsmith.]]<br />
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the "HDR" - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]<br />
[[File:MW HDR (2).jpg|thumb|none|600px|The basic "HDR" in-game.]]<br />
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]<br />
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]<br />
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]<br />
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]<br />
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an "HDR" in the multiplayer trailer.]]<br />
[[File:MW HDR Gunsmith.jpg|thumb|none|600px|A Gunsmith preview of "Hadir's Right Hand". The "FTAC Champion" stock appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]]<br />
[[File:MW HDR (7).jpg|thumb|none|600px|"Hadir's Right Hand" in multiplayer.]]<br />
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style - note the different style of receiver and forend.]]<br />
<br />
==M24 SWS==<br />
The [[M24 SWS]] was added in Season 6 as the "SP-R 208", under the marksman rifles class. It is fitted with a trigger guard & paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 [[Remington 700 SPS|SPS]] / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the [[Remington Model 7]].<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW M24 Gunsmith.jpg|thumb|none|600px|The default "SP-R 208" in Gunsmith.]]<br />
[[File:MW M24 (1).jpg|thumb|none|600px|Spawning in with the M24 rifle shows the first round being chambered.]]<br />
[[File:MW M24 (2).jpg|thumb|none|600px|The scopeless M24 in idle.]]<br />
[[File:MW M24 (3).jpg|thumb|none|600px|Using the rail-affixed sights.]]<br />
[[File:MW M24 (4).jpg|thumb|none|600px|The character swaps out the rifle's magazines with his dominant hand.]]<br />
[[File:MW M24 (5).jpg|thumb|none|600px|Opening up the action and ejecting the last casing on an empty reload.]]<br />
[[File:MW M24 (6).jpg|thumb|none|600px|The spent mag is tossed aside before loading in a new one and chambering the rifle.]]<br />
[[File:MW M24 (7).jpg|thumb|none|600px|Meleeing with the M24.]]<br />
[[File:MW M24 (8).jpg|thumb|none|600px|The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the "XRK SP-TAC 208 Ultimate" chassis.]]<br />
[[File:MW M24 .300NM.jpg|thumb|none|600px|Inspecting a .300 Norma Magnum rifle set in the "ZLR SP-R Overseer" chassis and with the "Sloan KR-800 DeadEye" bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.]]<br />
[[File:MW M24 .338LM.jpg|thumb|none|600px|Previewing an M24 in .338 Lapua Magnum in the "XRK SP-LITE 208 Blitz" stock chassis and the "Sloan KR-600 Feather" bolt.]]<br />
[[File:MW M24 Gunsmith (2).jpg|thumb|none|600px|The "FSS Virtuoso Pro" stock as seen in Gunsmith.]]<br />
<br />
==SVD Dragunov==<br />
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.<br />
<br />
The "skeleton stock" attachment gives it an [[SVDS]]-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.<br />
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]<br />
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the "Euphrates Bridge" level.]]<br />
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]<br />
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]<br />
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]<br />
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]<br />
[[File:Modernwarfare2019allisvd1.jpg|thumb|none|600px|A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has "MADE IN BELARUS" written on it and is erroneously marked as a POSP in Cyrillic.]]<br />
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]<br />
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]<br />
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]<br />
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the "Plague Sore" Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]<br />
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]<br />
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the "Plague Sore". The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]<br />
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops.<br />
<br />
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]<br />
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]<br />
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|"Aiming" the Minigun.]]<br />
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]<br />
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]<br />
[[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]]<br />
[[File:MW19 Sentrygun (2).jpg|thumb|none|600px|Left side of the automated M134.]]<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to ''Modern Warfare Remastered'''s multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.<br />
<br />
A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.<br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]<br />
[[File:MW2019 M249.jpg|thumb|none|600px|The "Bruen Mk9" in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]<br />
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]<br />
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]<br />
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]<br />
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]<br />
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]<br />
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]<br />
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]<br />
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]<br />
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]<br />
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]<br />
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]<br />
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]<br />
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]<br />
<br />
==Heckler & Koch MG5==<br />
The [[Heckler & Koch MG5]] appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].<br />
<br />
Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the [[Knight's Armament LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.<br />
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler & Koch MG5 - 7.62x51mm NATO]]<br />
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&K MG5 with the aid of the carry handle.]]<br />
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]<br />
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]<br />
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]<br />
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]<br />
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]<br />
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]<br />
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The "Old Wounds" MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]<br />
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the "Hazard" blueprint.]]<br />
[[File:MW MG5 (9).jpg|thumb|none|600px|The "Warhead" MG5 blueprint in-game; a reward for reaching max rank in the first season.]]<br />
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]<br />
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]<br />
<br />
===Heckler & Koch MG5 A2===<br />
The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called "M91 Infantry".<br />
[[File:MG5 A2.jpg|thumb|none|450px|Heckler & Koch MG5 A2 - 7.62x51mm NATO]]<br />
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the "M91 Special Forces" barrel, converting it into the A2.]]<br />
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the "Ruby Rampage".]]<br />
<br />
==Knight's Armament LAMG==<br />
The [[Knight's Armament LAMG]] itself was added during Season 5, under the name "FiNN LMG". As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.<br />
<br />
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the [[KAC ChainSAW]], via the "XRK ChainSAW" attachment. The "XRK M309 Forward Assault" stock is also similar to the older KAC LMG's tubular stock.<br />
<br />
The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.<br />
<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW2019 KACLMG.jpg|thumb|none|600px|The KAC LAMG in Gunsmith, unmodified.]]<br />
[[File:MW2019 KACLMG2.jpg|thumb|none|600px]]<br />
[[File:MW LAMG (1).jpg|thumb|none|600px|Raines with the LAMG in-game.]]<br />
[[File:MW LAMG (2).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW LAMG (3).jpg|thumb|none|600px|Pulling the charging handle from empty.]]<br />
[[File:MW LAMG (4).jpg|thumb|none|600px|Removing the empty belt box.]]<br />
[[File:MW LAMG (5).jpg|thumb|none|600px|Feeding in new links of regular 5.56.]]<br />
[[File:MW LAMG (6).jpg|thumb|none|600px|Closing the LAMG's top cover.]]<br />
[[File:MW LAMG (7).jpg|thumb|none|600px|Thumping a crate with the LAMG.]]<br />
[[File:MW2019 KACLAMGinspect.jpg|thumb|none|600px|The "FiNN" equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.]]<br />
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]<br />
[[File:MW LAMG ChainSAW (1).jpg|thumb|none|600px|The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.]]<br />
[[File:MW LAMG ChainSAW (2).jpg|thumb|none|600px|Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.]]<br />
<br />
==L86A1==<br />
The [[L86A1]] is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.<br />
<br />
It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].<br />
<br />
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]<br />
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]<br />
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]<br />
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]<br />
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]<br />
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]<br />
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]<br />
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]<br />
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]<br />
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]<br />
<br />
===L85A1===<br />
The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.<br />
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]<br />
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]<br />
<br />
==MG34==<br />
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.<br />
<br />
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.<br />
<br />
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".<br />
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]<br />
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]<br />
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]<br />
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]<br />
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]<br />
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]<br />
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]<br />
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.]]<br />
<br />
==PKM==<br />
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.<br />
<br />
The "25.9" heavy barrel" attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.<br />
<br />
Various blueprints such as the "Standard Issue", "Bludgeoner" and "Game Over" are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.<br />
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]<br />
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]<br />
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]<br />
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character does an unnecessary pull of the charging handle before opening the feed tray cover.]]<br />
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier should actually be locked back (with a round ready to be chambered dropped inside the gun), and needs to be dropped forwards before the new belt can be loaded.]]<br />
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]<br />
[[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.]]<br />
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]<br />
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.]]<br />
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]<br />
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]<br />
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]<br />
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The 2020 prototype of the [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The "RAAL" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]]<br />
[[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]]<br />
[[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in "Killhouse".]]<br />
[[File:SIGMG338MW19 ADS.jpg|thumb|none|600px|Looking down the iron sights.]]<br />
[[File:SIGMG338MW19 inspect1.jpg|thumb|none|600px|Inspecting the machine gun involves checking the feed tray.]]<br />
[[File:SIGMG338MW19 inspect2.jpg|thumb|none|600px|Then flipping the gun on its side and taking in the chunky FDE magnificence. Note the "ZLR" manufacturer marking.]]<br />
[[File:SIGMG338MW19 inspect3.jpg|thumb|none|600px|Checking the ejection port and charging handle.]]<br />
[[File:SIGMG338MW19 reload1.jpg|thumb|none|600px|Reloading from empty involves racking the charging handle.]]<br />
[[File:SIGMG338MW19 reload2.jpg|thumb|none|600px|Clearing the feed tray of stray links.]]<br />
[[File:SIGMG338MW19 reload3.jpg|thumb|none|600px|Replacing the ammunition box.]]<br />
[[File:SIGMG338MW19 reload4.jpg|thumb|none|600px|Then closing the unique side folding top cover.]]<br />
<br />
=Launchers=<br />
==Carl Gustaf M4==<br />
The [[Carl Gustaf M4]] appears as the "Strela-P" (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.<br />
<br />
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]<br />
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]<br />
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]<br />
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]<br />
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]<br />
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]<br />
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]<br />
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]<br />
<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin]] appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.<br />
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]<br />
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]<br />
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]<br />
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]<br />
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]<br />
<br />
==FN 40GL==<br />
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).<br />
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]<br />
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]<br />
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]<br />
[[File:MW FN 40GL (3).jpg|thumb|none|600px|"Aiming", which really just zooms in.]]<br />
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]<br />
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]<br />
<br />
==GP-25==<br />
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]<br />
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]<br />
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]<br />
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]<br />
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher can be attached to many of the other weapons in the "assault rifles" category.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike; as with the GP-25 above, the flip-up grenade launcher leaf sight associated with this particular barrel option is never used for its intended purpose.]]<br />
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]<br />
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]<br />
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]<br />
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]]<br />
<br />
===Madbull XM203===<br />
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|450px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The fictional launcher attached to a Tavor. [[Call of Duty: Modern Warfare 2#IMI Tavor TAR-21|10 years, and they still haven't learned...]]]]<br />
[[File:MW XM203 (1).jpg|thumb|none|600px|The "M203" affixed to a "Grau 5.56"; like most of the game's UBGLs, it lacks sights of any sort.]]<br />
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW XM203 (3).jpg|thumb|none|600px|The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.]]<br />
<br />
==Milkor Mark 14==<br />
The [[Milkor Mark 14]] appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected.<br />
<br />
Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.<br />
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]<br />
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in "Proxy War".]]<br />
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]<br />
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.]]<br />
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]<br />
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is featured in the game.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]<br />
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]<br />
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.]]<br />
<br />
==SA-25==<br />
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the "PILA" (plural form of ''pilum'', a type of Roman javelin; it also means "saw" in Russian). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional "FSS" company branding on the gripstock housing.]]<br />
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]<br />
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]<br />
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
The "Flash Grenade" in multiplayer is a [[Model 7290 flashbang grenade]].<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]<br />
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]<br />
<br />
==Mk.V CN Gas Grenade==<br />
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the "Gas Grenade".<br />
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]<br />
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]<br />
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]<br />
<br />
==M18 Smoke Grenade==<br />
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.<br />
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]<br />
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]<br />
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 Hand Grenade]] is featured in the game.<br />
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]<br />
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]<br />
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]<br />
<br />
==M18A1 Claymore==<br />
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.<br />
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]<br />
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]<br />
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]<br />
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]<br />
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]<br />
<br />
==M84 Stun Grenade==<br />
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the "Stun Grenade".<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]<br />
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]<br />
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]<br />
<br />
==Hybrid Bouncing Mine==<br />
The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.<br />
[[File:MW VS Mine (1).jpg|thumb|none|600px|The "Proximity Mine" in the loadout menu.]]<br />
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]<br />
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]<br />
<br />
=="Thermite"==<br />
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from ''Titanfall 2'', a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.<br />
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]<br />
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]<br />
<br />
==RGD-5==<br />
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.<br />
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]<br />
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]<br />
<br />
==RGO Fragmentation Grenade==<br />
The "Hidden" uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.<br />
[[File:RGO.jpg|thumb|none|450px|RGO frag grenade]]<br />
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]<br />
<br />
==M26 hand grenade==<br />
What appears to be [[M26 hand grenade]]s are seen in the background of the player skin overview in multiplayer.<br />
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]<br />
<br />
=Emplaced/Mounted Weapons=<br />
==AGM-114 Hellfire==<br />
The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the "Cruise Missile" killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires.<br />
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]<br />
[[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]]<br />
[[File:MW CruiseMissile Tablet.jpeg|thumb|none|600px|A Hellfire can be seen on the tablet when calling in the "Cruise Missile" killstreak. Note the additional fins around the middle of the missile body that are not present on real Hellfires.]]<br />
<br />
==AGS-17==<br />
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.<br />
[[File:Ags17.jpg|thumb|none|400px|AGS-17 "Plamya" on tripod - 30x29mm]]<br />
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.]]<br />
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance "Wheelson" in a multiplayer match.]]<br />
<br />
==Browning M2HB==<br />
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.<br />
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]<br />
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]<br />
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]<br />
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]<br />
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]<br />
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]<br />
<br />
==Bofors 40mm==<br />
The "Gunship" killstreak in multiplayer has a [[Bofors 40mm]] cannon.<br />
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.]]<br />
<br />
==Bushmaster M242 Chaingun==<br />
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/"IAV" armored vehicles in the game.<br />
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]<br />
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the "Euphrates River" multiplayer level.]]<br />
<br />
==General Electric GAU-8/A Avenger==<br />
The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.<br />
[[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]<br />
[[File:MW19 A-10C.jpg|thumb|none|600px|A cropped image of the "Precision Airstrike" background art - the in-game screen covers the GAU-8 a bit with the description text. The A-10's loadout also includes four AGM-65 Maverick air-to-surface missiles, four AIM-9 Sidewinder air-to-air missiles, and 14 Hydra 70 rockets in LAU-68 rocket pods.]]<br />
<br />
==General Dynamics M197 Vulcan==<br />
The [[M197 Vulcan]] is affixed to the VTOL jumpjet in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.<br />
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]<br />
[[File:MW VTOL M197.jpg|thumb|none|600px|An Allegiance psuedo-AV-8B armed with the Vulcan turret over the Karst River Quarry. The Allegiance version has a Sukhoi "Flanker"-like splinter paint scheme. Also note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]]<br />
[[File:MW AV-8B.jpg|thumb|none|600px|A damaged Coalition VTOL jet with its M197 aimed downwards. Note the low quality model of the cannon shows it only with two barrels. Note also that the vectored thrust nozzles are pointed towards the aft, despite hovering in place.]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
A stylized Sukhoi Su-25 "Frogfoot" appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons can be seen mounted in the nose cone.<br />
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
[[File:MW Su-25.jpg|thumb|none|600px|The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor "eyes" seen below the cockpit, and a short pair of canards are also present just below them.]]<br />
<br />
==Hell Cannon==<br />
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.<br />
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real "Hell Cannon" found in Aleppo, Syria.]]<br />
[[File:codmw hellcannon.jpg|thumb|none|600px|The "Hell Cannon" with some of its peculiar warheads.]]<br />
<br />
==KPVT==<br />
A [[KPV heavy machine gun|KPVT]] can be found in the "Azhir Cave" multiplayer map.<br />
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]<br />
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]<br />
<br />
==M29 Mortar==<br />
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".<br />
[[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]]<br />
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]<br />
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]<br />
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]<br />
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]<br />
<br />
==M102 105mm Howitzer==<br />
The "Gunship" killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon.<br />
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]]<br />
<br />
==M230 Chain Gun==<br />
AH-64D Apache Longbow helicopters that appear in "Proxy War" and in multiplayer as the classic "Chopper Gunner" killstreak have usable [[M230 Chain Gun]] autocannons. Apaches also appear in the "Hunting Party" mission.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==Mk 47 Mod 0==<br />
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.<br />
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]<br />
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]<br />
<br />
=Other=<br />
==BGM-71 TOW==<br />
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.<br />
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]<br />
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the "That Should Do" quote. Note the scoped AR seen on the right.]]<br />
<br />
==Hybrid Reverse Draw Crossbow==<br />
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.<br />
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]<br />
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]<br />
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
==M79 grenade launcher==<br />
Frank Woods' character model that was released as a pre-order reward for ''[[Call of Duty: Black Ops Cold War]]'' has an unusable sawn-off [[M79 grenade launcher]] in a holster on his left side.<br />
[[File:US M79 sawed off with 2 hornets nest rounds & a 40mm 12g adapter round.jpg|thumb|none|400px|'''Airsoft''' CAW M79 sawed off with 3 airsoft grenades.]]<br />
[[File:MW19 M79 Woods.jpg|thumb|none|600px|The M79 "Pirate Pistol" in Woods' holster.]]<br />
<br />
==MG42==<br />
Either an [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.<br />
[[File:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]<br />
[[File:MW MG 42.jpg|thumb|none|600px|The MG42 lying on the ground. It appears to be reusing the Black Ops III model rather than the WWII one due to the distinctive bipod.]]<br />
<br />
==Taser X26==<br />
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.<br />
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]<br />
[[File:MW Taser.jpg|thumb|none|600px|]]<br />
<br />
=Unusable Weapons=<br />
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.<br />
<br />
==Beretta 92==<br />
An early model of the [[Beretta 92]] is seen in the promotional image for "The Bodyguard" customization pack for Domino.<br />
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]<br />
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.]]<br />
<br />
==Remington 1875==<br />
The playercard "Big Iron" shows a cowboy gunslinger with a [[Remington 1875]].<br />
[[File:Rem1875.jpg|thumb|none|400px|Remington 1875 - .45 Long Colt.]]<br />
[[File:MW Big Iron.jpg|thumb|none|600px|]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The playercard "Dry Heat" shows the silhouette of a proper [[Heckler & Koch MP7A1]].<br />
[[File:H&K MP71A1.jpg|thumb|none|400px|Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm]]<br />
[[File:MW MP7A1.jpg|thumb|none|600px|]]<br />
<br />
==Daniel Defense DDM4V7S==<br />
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.<br />
[[File:DDM4V7S.jpg|thumb|none|450px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]<br />
[[File:MW DD Mk18.jpg|thumb|none|600px|]]<br />
<br />
==Desert Tech MDR==<br />
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. <br />
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]<br />
[[File:MW MDR Menu.jpg|thumb|none|439px|]]<br />
<br />
==Noveske-style rifle==<br />
What appears to be a [[Noveske Rifleworks rifle series|Noveske]]-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.<br />
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]<br />
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]<br />
<br />
==Mk 46 Mod 0==<br />
The [[Mk 46 Mod 0]] is seen in a promotional artwork.<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]<br />
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]<br />
<br />
==Accuracy International AXMC==<br />
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.<br />
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum]]<br />
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:MW_CruiseMissile_Tablet.jpeg&diff=1565848File:MW CruiseMissile Tablet.jpeg2023-03-25T08:43:17Z<p>Fine cuisine: {{SS}}</p>
<hr />
<div>== Summary ==<br />
{{SS}}</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&diff=1565834Call of Duty: Modern Warfare (2019)2023-03-25T05:24:18Z<p>Fine cuisine: /* Colt Model 933 */ irrelevant to the MK18 RIS II and the 933's 11.5 barrel</p>
<hr />
<div>{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare''<br />
|picture=MW19-Cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 25, 2019<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PC<br>PlayStation 4<br>Xbox One<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
<br />
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.<br />
<br />
'''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''.<br />
<br />
With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to. <br />
<br />
There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.<br />
<br />
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').<br />
<br />
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.<br />
<br />
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the [[Heckler & Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.<br />
<br />
Additional trivia on weapons in ''Modern Warfare'':<br />
* In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.<br />
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.<br />
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.<br />
* All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.<br />
* Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.<br />
* Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.<br />
* Ejected casings realistically have charred markings near their necks.<br />
* On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.<br />
* All bullet-firing weapons use modeled ballistic projectiles instead of hitscan in previous games (complete with bullet drop ala later ''Battlefield'' series), rather than limited to certain occasions such as the [[Barrett M82A1]] or the [[RSASS]] in the original ''Modern Warfare'' series, or being restricted to longer ranges while using hitscan in shorter ranges, as in ''Black Ops 4''.<br />
<br />
=Handguns=<br />
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.<br />
<br />
==".357"==<br />
The ".357" is a hybrid between the [[Colt Anaconda]] and the [[Smith & Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a [[Colt Python]], and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.<br />
<br />
The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.<br />
<br />
By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.<br />
<br />
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.<br />
<br />
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.<br />
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum]]<br />
[[File:S&WModel581.jpg|thumb|none|350px|Smith & Wesson Model 581 - .357 Magnum]]<br />
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]]<br />
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Golem.]]<br />
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]<br />
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]<br />
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]<br />
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]]<br />
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]<br />
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]<br />
[[File:Mw2019revolver3rdperson.jpg|thumb|none|600px|An Allegiance soldier stops to examine the frankenvolver.]]<br />
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, VSS Vintorez/Dragunov hybrid shoulder stock.]]<br />
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]]<br />
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.]]<br />
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]<br />
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]<br />
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]<br />
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]<br />
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]<br />
<br />
==="XRK .357"===<br />
The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the [[Smith & Wesson Model 327 R8]]. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.<br />
[[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".]]<br />
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]<br />
<br />
==Beretta M9A3==<br />
The [[Beretta M9A3]] was added in Season 3 as the "Renetti". It is depicted with front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.<br />
<br />
The "Renetti" can be turned into a pseudo-[[Beretta 93R]]: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.<br />
<br />
The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.<br />
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]<br />
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]<br />
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]<br />
[[File:MW M9A3 (1).jpg|thumb|none|600px|The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.]]<br />
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]<br />
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]]<br />
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]<br />
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]<br />
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]<br />
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]<br />
[[File:MW19Renetticustom2.jpg|thumb|none|600px|Ghost inspecting his custom M9A3 fitted with an aftermarket barrel and slide, Surefire X400, extended magazines and a suppressor.]]<br />
[[File:MW19Renetticustom1.jpg|thumb|none|600px|The hammer hitting the firing pin when shooting the customized M9A3.]]<br />
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]<br />
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire ''within'' each burst.]]<br />
<br />
==="Guard One"===<br />
The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the ''[[Resident Evil]]'' series, specifically Albert Wesker's two-tone Samurai Edge.<br />
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the ''Resident Evil'' video game series.]]<br />
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]<br />
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The "Guard One" blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.]]<br />
[[File:MW19 Guard One Reload.jpg|none|thumb|600px|Doing a tactical reload with the "Guard One", which shows that the extended magazines that come with the blueprint are also stainless steel (and the bullet clipping through the follower is as well).]]<br />
<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds.<br />
<br />
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.<br />
<br />
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.<br />
<br />
The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.<br />
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]<br />
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]<br />
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]<br />
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "FORGE TAC Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]<br />
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]<br />
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]<br />
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]<br />
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]]<br />
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]<br />
[[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines.]]<br />
[[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why [[Call_of_Duty:_Modern_Warfare_2#Desert_Eagle_Mark_XIX|it looks so familiar]].]]<br />
<br />
==Glock 21==<br />
The Gen 3 [[Glock 21]] appears in-game as the "X16". It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces, which should be using the [[MP-443 Grach]] instead.<br />
<br />
It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.<br />
<br />
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (the latter existing in Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.<br />
<br />
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]<br />
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from ''Titanfall'', a game made by former Infinity Ward members (some of whom returned to IW to work on ''Modern Warfare''). Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]<br />
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights...]]<br />
[[File:MW19Glock3.jpg|thumb|none|600px|...which are revealed to be functional night sights. Most of the handgun barrels have this feature in the game.]]<br />
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]<br />
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release (which is not actually engaged) instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.]]<br />
[[File:MW19Glock1.jpg|thumb|none|600px|An american PJ operator inspects his customized Glock 21 as he resists the urge to find out if the slide is made out of chocolate or not.]]<br />
[[File:MW19Glock2.jpg|thumb|none|600px|The slide of the custom Glock being pulled when reloading it from empty. Note the "Technician" gloves which are clearly a parody of Mechanix.]]<br />
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]<br />
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]<br />
[[File:MW2019 Glock Arcade.jpg|thumb|none|600px|The "War Beast" arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers. The same machine can be see in the Rec building on Al-Raab Airbase.]]<br />
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]<br />
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]<br />
<br />
===Glock 18C===<br />
The "Singuard Arms Featherweight" barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.<br />
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]<br />
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]<br />
[[File:MW19Glock4.jpg|thumb|none|600px|Gaz inspects his two G18s to figure out why they are not shooting full-auto. He then realizes that the selector is there just for cosmetic purposes.]]<br />
[[File:MW19Glock5.jpg|thumb|none|600px|He then reloads his left one. Notice how the characters are actually using their index finger to drop magazines and release the slide when reloading left handed, unlike in previous Call of Duty titles, that mirrored the animations whether the guns had ambi controls or not.]]<br />
<br />
==="The Howler"===<br />
"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]] (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a [[Smith & Wesson M&P]].<br />
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]<br />
[[File:S&W M&P 45acp.jpg|thumb|none|350px|Smith & Wesson M&P45 with 4.5" barrel - .45 ACP]]<br />
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the "Impossible Task".]]<br />
<br />
==="Urban Defiler"===<br />
The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an [[Arsenal Firearms Strike One]], along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.<br />
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]<br />
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the "Urban Defiler" without its included attachments.]]<br />
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]<br />
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]<br />
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand. This blueprint correctly uses metal magazines instead of the polymer Glock ones, but using any larger mag option reverts them back to the original model with extended baseplates]]<br />
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]<br />
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.]]<br />
<br />
==Kimber Custom TLE/RL II==<br />
The [[Kimber Custom TLE/RL II]] is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws and it has a standard barrel bushing instead of a full length guide rod. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.<br />
Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.<br />
<br />
The "Riptide" blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]<br />
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]<br />
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]<br />
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|The game depicts the slide stop on the 1911 engaging the slide on empty reloads.]]<br />
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty. The Kimber 1911 is the only automatic pistol in Modern Warfare where the standard animations have the player characters interact with the slide release instead of power stroking the slide on empty.]]<br />
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]<br />
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]<br />
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]<br />
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]<br />
[[File:MW191911.jpg|thumb|none|600px|Captain Price reloads a "Riptide" 1911 with the Kimber Warrior grips. Also note the rubberbands holding the grip safety depressed.]] <br />
<br />
===STI 2011===<br />
Some blueprint modifications take the form of an STI 2011, most closely resembling the [[STI Tactical|STI Tactical 5.0]], but with the depiction of an [[STI Costa Carry Comp]] style rectangular cutout on the left side of the slide. Those blueprints are the "Javelina", "Corax", "Bite Strength" and "Blue Dwarf"; the "Obsidian Carat" also has an STI frame, but requires the "1911 Stalker" attachment in order to match the slide as well. The "Corax" also has the skeletonized trigger of modern [[SIG-Sauer 1911]] variants (such as the 1911 TACOPS), albeit with a small hole added in it.<br />
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP]]<br />
[[File:MW STI Tactical.jpg|thumb|none|600px|The "Blue Dwarf" STI-style 1911.]]<br />
[[File:MW19corax (1).jpg|thumb|none|600px|Holding a customized "Corax" at the ready.]]<br />
[[File:MW19corax (3).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW19corax (2).jpg|thumb|none|600px|Swapping magazines. Despite resembling an STI with a double-stack frame, the variant retains the single-stack one of the base Kimber.]]<br />
<br />
==Makarov PM==<br />
The [[Makarov PM]] was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.<br />
<br />
The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. <br />
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]]<br />
[[File:MakarovGunsmith2preview MW19.jpg|thumb|none|600px|Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.]]<br />
[[File:MW2019 Makarov (1).jpg|thumb|none|600px|Wielding the "Sykov" inside the Scrapyard offices.]]<br />
[[File:MW2019 Makarov (2).jpg|thumb|none|600px|Aiming at the lockers.]]<br />
[[File:MW2019 Makarov (3).jpg|thumb|none|600px|Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.]]<br />
[[File:MW2019 Makarov (4).jpg|thumb|none|600px|Ditto, now from empty.]]<br />
[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]]<br />
[[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]]<br />
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]]<br />
[[File:MW2019 Makarov (7).jpg|thumb|none|600px|The "SSB 105mm" barrel (SSB standing for "Sykov's Svet Bochka") gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance.]]<br />
[[File:Makarovdrum.jpg|thumb|none|300px|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]<br />
<br />
===Makarov PB===<br />
The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed [[Makarov PB]] assembly.<br />
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]]<br />
<br />
===Stechkin APS===<br />
The "Sorokin 140mm Auto" barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" and "PP-Karabin". As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin".<br />
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]]<br />
<br />
==SIG-Sauer P320 RX==<br />
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.<br />
<br />
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission and by Captain Price in some missions. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission (despite the fact that Laswell specifically instructed Price to use "host nation weapons only", which none of Nikolai's acquisitions are). The specific gun available to the player in "Old Comrades" is equipped with the Holosun-based red dot sight that is only available to primary weapons in multiplayer. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.<br />
<br />
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually the Kimber TLE/RL II seen above in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).<br />
<br />
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]<br />
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]<br />
[[File:MW P320 (1).jpg|thumb|none|600px|The "M19" in game.]]<br />
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]<br />
[[File:MW P320 (3).jpg|thumb|none|600px|Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX. Note the first generation trigger. It can be swapped to the more recent model via some blueprint variants that change the look of the "Lightweight trigger" attachment.]]<br />
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]<br />
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]<br />
[[File:MW19 P320 black.jpg|thumb|none|600px|Kyle Garrick reloads his black P320 during a shootout with terrorists in London.]]<br />
[[File:MW P230 Black.jpg|thumb|none|600px|The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]<br />
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]<br />
[[File:MW19P320.jpg|thumb|none|600px|As Alex reloads his P320RX from empty, one can observe that the slide stop is not actually engaged and that the empty magazine still has bullets inside.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet APC9 K PRO G==<br />
The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO G]] was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the Brügger & Thomet GHM9. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.<br />
<br />
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.<br />
<br />
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum]]<br />
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (1).jpg|thumb|none|600px|The vanilla APC9 K PRO G in Gunsmith.]]<br />
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.]]<br />
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]<br />
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]<br />
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&T's fire selector.]]<br />
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]<br />
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]<br />
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]<br />
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]<br />
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the "FSS Revolution" attachment.]]<br />
[[File:B&T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 PRO G - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.]]<br />
[[File:APC9 SD.jpg|thumb|none|450px|Brügger & Thomet APC9 SD - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The "FSS Nightshade" APC9.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.<br />
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
[[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]]<br />
[[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]]<br />
[[File:ScorpionEvoMW19 idle.jpg|thumb|none|600px|]]<br />
[[File:ScorpionEvoMW19 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:ScorpionEvoMW19 inspect1.jpg|thumb|none|600px|Performing a weapon inspect involves the player character checking the magazine.]]<br />
[[File:ScorpionEvoMW19 inspect2.jpg|thumb|none|600px|Note the "FORGE-TAC" logo.]]<br />
[[File:ScorpionEvoMW19 inspect3.jpg|thumb|none|600px|Then checking the right hand side of the gun. Note the burst fire marking above the fire selector, only accessible through the "12-R Hollowpoint" magazine option.]]<br />
[[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]]<br />
[[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]]<br />
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.]]<br />
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with faux suppressor - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.]]<br />
[[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion EVO 3 S2 Micro with SBTEVO folding brace - 9x19mm]]<br />
[[File:MW19 ScorpionK (1).jpg|thumb|none|600px|A Scorpion K-style build with the "CX-23S" short barrel and collapsed "CX-FR" stock, and 12-round Hollow Point mags.]]<br />
[[File:MW19 ScorpionK (2).jpg|thumb|none|600px|The "CX-23" barrel has a short integral suppressor and built-in handstop configuration.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.<br />
<br />
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]<br />
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]<br />
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]<br />
<br />
===FN P90===<br />
The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.<br />
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]<br />
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]<br />
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]<br />
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]<br />
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".]]<br />
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|"The Neutralizer" P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the waffle magazine all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]]<br />
<br />
==Heckler & Koch MP5A3==<br />
The [[Heckler & Koch MP5A3]] appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).<br />
<br />
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the [[PTR 9KT]], an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.<br />
<br />
The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.<br />
<br />
The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler & Koch SP89|SP89]], and changes the HUD name to "[[MP5K]]". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.<br />
<br />
Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the [[MP5A5]]. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.<br />
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]<br />
[[File:H&KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]<br />
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]<br />
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]<br />
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]<br />
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed, however no rounds seem to be extracted from the chamber during this process. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]<br />
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]<br />
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]<br />
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]<br />
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]<br />
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]<br />
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.]]<br />
[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]]<br />
[[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]]<br />
[[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]<br />
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]<br />
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]<br />
<br />
===Heckler & Koch MP5A2===<br />
The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.<br />
[[File:H&KMP5-N.jpg|thumb|none|450px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]]<br />
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]<br />
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]]<br />
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]]<br />
<br />
===Heckler & Koch MP5SD3===<br />
The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an [[MP5SD3]].<br />
[[File:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD3 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the "Point Blank" blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the "FSS Light" and the shorter "Monolithic" integrally suppressed barrel.]]<br />
<br />
===Heckler & Koch MP5SD2===<br />
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler & Koch MP5SD|MP5SD2]].<br />
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.]]<br />
<br />
===Heckler & Koch MP5/10===<br />
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler & Koch MP5/10|MP5/10]], minus the bolt hold open assembly.<br />
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]<br />
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]<br />
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&K MP5/10 equipped with a red dot sight and collapsible stock.]]<br />
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A black [[Heckler & Koch MP7|Heckler & Koch MP7A2]] appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]]<br />
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]<br />
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.]]<br />
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]<br />
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.]]<br />
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]<br />
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]<br />
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]<br />
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]<br />
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]<br />
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]<br />
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".]]<br />
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the "Piercer" MP7.]]<br />
<br />
==IMI Uzi==<br />
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].<br />
<br />
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.<br />
<br />
The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.<br />
<br />
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MicroUziPistol.jpg|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]<br />
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]<br />
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.]]<br />
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reload. Note that the weapon has "A-F-S" selector markings, a characteristic of civilian Uzis converted to full-auto.]]<br />
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]<br />
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]<br />
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]<br />
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.]]<br />
<br />
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]<br />
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]<br />
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]<br />
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.]]<br />
<br />
==="Blowback"===<br />
The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.<br />
<br />
The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]]<br />
<br />
==KRISS Vector==<br />
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has most visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. Furthermore, it lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, to the point that the proprietary "Super-V" recoil management system of the real world Vector would not be able to function.<br />
<br />
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).<br />
<br />
There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.<br />
<br />
The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol.<br />
<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.]]<br />
[[File:MW2019 Vector.jpg|thumb|none|600px|]]<br />
[[File:MW2019 Vector2.jpg|thumb|none|600px|]]<br />
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]<br />
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]<br />
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]<br />
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]<br />
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]<br />
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]<br />
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]<br />
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]<br />
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]<br />
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]<br />
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the "Apex" and "Sabre" parts, along with an [[SL8]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]]<br />
<br />
==LWRC SMG-45==<br />
The [[LWRC SMG-45]] was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The "Striker 45" on Rust.]]<br />
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]<br />
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]<br />
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]<br />
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.]]<br />
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]<br />
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]<br />
<br />
===Heckler & Koch UMP45===<br />
The "Undertaker" variant of the SMG-45 resembles the [[Heckler & Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for [[Heckler & Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.<br />
<br />
The UMP45 resemblance also applies to the later-added "Garrote", "Dream Dasher", "Evil Manifest", "Halcyon Days", and "Bat Out Of Hell" blueprints.<br />
<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with RIS rail - .45 ACP]]<br />
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.]]<br />
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]<br />
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]<br />
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]<br />
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]<br />
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. This is a pre-patch screenshot; the charging handle now (correctly) stays forward in first person.]]<br />
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC - .45 ACP]]<br />
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]<br />
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]<br />
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]<br />
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]<br />
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]<br />
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]<br />
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]<br />
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]<br />
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]<br />
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.]]<br />
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]<br />
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.]]<br />
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears simply as the "AUG". One of the multiple customization options is the "622mm long barrel", which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]<br />
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]<br />
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]<br />
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]<br />
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]<br />
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]<br />
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]<br />
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]<br />
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.]]<br />
<br />
===Steyr AUG A3===<br />
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.<br />
<br />
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.<br />
<br />
The "Gremlin" blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The "Death Roll" blueprint also has the same features (it mounts an A3 SF-style scope by default).<br />
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO]]<br />
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]<br />
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO]]<br />
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]<br />
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]<br />
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]<br />
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]<br />
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.]]<br />
[[File:MW Leecher-issue.jpg|thumb|none|600px|The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.]]<br />
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]<br />
[[File:AUG A3 M1 high rail.jpg|thumb|none|425px|Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO]]<br />
[[File:MW AUG (5).jpg|thumb|none|600px|The "Death Roll" AUG with the A3 M1 style components and a Magpul AFG2.]]<br />
[[File:MW AUG (6).jpg|thumb|none|600px|Aiming down the iron sights mounted on the rail.]]<br />
<br />
=Shotguns=<br />
==AA-12==<br />
The [[AA-12]] was added during Season 6, under the name "JAK-12". It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.<br />
[[File:AA-12 CQB.jpg|thumb|none|400px|AA-12 CQB - 12 gauge]]<br />
[[File:MW2019 AA12 1.jpg|thumb|none|600px|An unmodified "JAK-12" in Gunsmith.]]<br />
[[File:MW2019 AA12.jpg|thumb|none|600px|Similar to the ''[[Call of Duty Online]]'' model, the cutlass-type bottom fingerguard is absent.]]<br />
[[File:MW2019 AA-12 (1).jpg|thumb|none|600px|Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.]]<br />
[[File:MW2019 AA-12 (2).jpg|thumb|none|600px|The AA-12 CQB inside the TV Station's server room.]]<br />
[[File:MW2019 AA-12 (3).jpg|thumb|none|600px|Using the iron sights.]]<br />
[[File:MW2019 AA-12 (4).jpg|thumb|none|600px|Partial reloads are performed in a manner similar to the RO933 carbine.]]<br />
[[File:MW2019 AA-12 (5).jpg|thumb|none|600px|Locking the bolt back on empty.]]<br />
[[File:MW2019 AA-12 (6).jpg|thumb|none|600px|Sliding in a fresh 8-round stick magazine.]]<br />
[[File:MW2019 AA-12 (7).jpg|thumb|none|600px|Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.]]<br />
[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]]<br />
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]<br />
[[File:MW AA12 DrumInspect.jpeg|thumb|none|600px|Inspecting an AA-12 with the "ZLR J-3600 Torrent" barrel, thermal sight, and a 20-round drum magazine. The AA-12 also has the option to use 32-round drums.]]<br />
[[File:MW AA12 DrumReload1.jpeg|thumb|none|600px|Reloading with the drum magazines are performed in a somewhat unorthodox pose.]]<br />
[[File:MW AA12 DrumReload2.jpeg|thumb|none|600px|Wrapping up the empty reload.]]<br />
[[File:MW AA12 DrumReloadFast1.jpeg|thumb|none|600px|With Sleight of Hand, the weapon is held in a more familiar manner. Here it is fitted with the "ZLR J-2800 Influx" barrel.]]<br />
[[File:MW AA12 DrumReloadFast2.jpeg|thumb|none|600px|A quick rack of the charging handle and the next 20 rounds are good to go.]]<br />
<br />
==Browning Citori 725==<br />
A visually altered [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.<br />
<br />
A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]<br />
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]<br />
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]<br />
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]<br />
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.<br />
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]<br />
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]<br />
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]<br />
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]<br />
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]<br />
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5" barrel.]]<br />
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.]]<br />
<br />
===Fostech Origin-12 SBV===<br />
The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.<br />
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]<br />
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the "FORGE TAC Dart" arm brace.]]<br />
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]<br />
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.]]<br />
<br />
==Knight's Armament Masterkey==<br />
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the "12-Gauge Deputy" mounted on an M16-lookalike.]]<br />
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.]]<br />
[[File:MW Masterkey (3).jpg|thumb|none|600px|"Aiming" the device.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Side view of the Masterkey attached to the "Fractured" blueprint of the FAMAS.]]<br />
<br />
===Hybrid Underbarrel Shotgun===<br />
The version available to the post-release [[CTAR-21|Tavor CTAR-21]], [[SIG SG 552]], [[Galil ACE]] and [[AN-94]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the [[M26 MASS]]. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]<br />
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551 lookalike.]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]<br />
<br />
==M26 MASS==<br />
A standalone [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.<br />
<br />
An update in April 2020 added the ability to use Dragon's Breath ammunition.<br />
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]<br />
[[File:TheoneXM26A.jpg|thumb|none|400px|Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm]]<br />
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]<br />
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]<br />
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]<br />
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]<br />
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]<br />
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]<br />
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]<br />
<br />
==Remington 870 MCS==<br />
The [[Remington 870 MCS]] appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.<br />
<br />
A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).<br />
<br />
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]<br />
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]<br />
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]<br />
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]<br />
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]<br />
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]<br />
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]<br />
[[File:Mw2019domino870.jpg|thumb|none|600px|Coalition Operator "Domino" holds a shortened 870.]]<br />
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.]]<br />
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique. With this weapon, as well as the MK2/Marlin 1895 (though with standard animations as well), has the player character insert ammunition continuously as if they had all the requisite ammo in their reloading hand, which begs the question of how the player characters are able to hold 8 12-gauge shells in one hand and are still be able to dexterously reload.]]<br />
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]<br />
[[File:Remington Model 870 DM.jpg|thumb|none|400px|Remington Model 870 DM - 12 gauge]]<br />
[[File:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]<br />
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the "Gulf Stalker" blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.]]<br />
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]<br />
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]<br />
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]<br />
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]<br />
<br />
==Standard Manufacturing DP-12==<br />
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous ''Call of Duty'' games.<br />
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]<br />
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]<br />
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]<br />
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]<br />
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]<br />
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]<br />
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]<br />
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]<br />
<br />
=Rifles & Carbines=<br />
==AK-47==<br />
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:<br />
<br />
*Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0" RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.<br />
*Stock options consist of the "Field LMG Stock", a [[PKM]]-style stock; "Skeleton Stock", an [[AKS-74]] folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.<br />
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.<br />
<br />
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.<br />
<br />
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, when in reality they have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s.<br />
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]<br />
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]<br />
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]<br />
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]<br />
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]]<br />
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.]]<br />
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]<br />
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]<br />
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]<br />
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be the "Flash Guard" attachment which is based on the SureFire SOCOM 3-Prong Flash Hider. However, in the final game the AK-47 uses a different flash guard.]]<br />
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]]<br />
[[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]]<br />
<br />
===AK-74===<br />
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an [[AK-74]] (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.<br />
<br />
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "[[AK-12]]". It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.<br />
<br />
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".<br />
<br />
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining "AK-47".<br />
<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]<br />
[[File:AK-12.jpg|thumb|none|450px|An actual AK-12, for comparison to the "AK-12" found in the singleplayer - 5.45x39mm]]<br />
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.]]<br />
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".]]<br />
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]<br />
[[File:MW AK-12 (3).jpg|thumb|none|600px|An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]<br />
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]<br />
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the "Gilded Arm" was later added in Season 6.]]<br />
<br />
===AKM===<br />
The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf Warriors 2]]''), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.<br />
<br />
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw".<br />
<br />
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]<br />
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]]<br />
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , ''volk''), corresponding to their wolf head logo.]]<br />
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]<br />
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]<br />
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]<br />
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]<br />
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]<br />
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]<br />
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.]]<br />
[[File:MW2019 Resonant.jpg|thumb|none|600px|The "Resonant" blueprint, which seems to be based on ''[[Call of Duty: Infinite Warfare]]''’s "Volk" AK. The energy rounds zap and explode whole enemies in a manner similar to the ''Wunderwaffe DG-2'' from previous games' Zombies modes.]]<br />
<br />
===Arsenal AR-M1===<br />
At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].<br />
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]<br />
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]<br />
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]<br />
<br />
===AKS-74U===<br />
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima".<br />
<br />
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]<br />
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.]]<br />
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in ''Modern Warfare'', all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the ''[[Metro]]'' games).]]<br />
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.]]<br />
<br />
===AKMSU===<br />
The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].<br />
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]<br />
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.]]<br />
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]<br />
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]<br />
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]<br />
<br />
==AN-94==<br />
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production [[AK-12]]/15 rifles. As with ''[[Call of Duty: Black Ops II]]'', the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the ''third'' round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).<br />
<br />
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an [[RPK-74M]] extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.<br />
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]]<br />
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]]<br />
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]]<br />
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]]<br />
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]<br />
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).]]<br />
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]<br />
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]<br />
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]<br />
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]<br />
<br />
==AS Val==<br />
The [[AS Val]] was added in Season 6 as the "AS VAL". Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.<br />
<br />
The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.<br />
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]<br />
[[File:MW2019 ASVAL.jpg|thumb|none|600px|An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.]]<br />
[[File:MW2019 ASVAL1.jpg|thumb|none|600px|The iron sights are repositioned onto the handguard akin to the SR-3M.]]<br />
[[File:MW AS VAL (1).jpg|thumb|none|600px|Spawning in with the AS Val - the character disengages the safety lever.]]<br />
[[File:MW AS VAL (2).jpg|thumb|none|600px|The Val in idle.]]<br />
[[File:MW AS VAL (3).jpg|thumb|none|600px|Aiming with the short radius sights.]]<br />
[[File:MW AS VAL (4).jpg|thumb|none|600px|Reloading tactical style.]]<br />
[[File:MW AS VAL (5).jpg|thumb|none|600px|Throwing out the spent magazine on an empty reload.]]<br />
[[File:MW AS VAL (6).jpg|thumb|none|600px|Working the action underhanded style.]]<br />
[[File:MW AS VAL (7).jpg|thumb|none|600px|Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.]]<br />
[[File:MW AS VAL (8).jpg|thumb|none|600px|The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...]]<br />
[[File:MW AS VAL (9).jpg|thumb|none|600px|...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.]]<br />
<br />
===VSS Vintorez===<br />
Equipping the "VLK Vintazh" stock turns the gun into a [[VSS Vintorez]], while the "VLK Strelok" stock approximates that of the modernized VSSM; while not mandatory, the "Dragunov Scope" and the "SPP 10-R Mags" help further this setup's resemblance to the real deal.<br />
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]<br />
[[File:MW2019 VSSVintorez.jpg|thumb|none|600px|The VSS Vintorez in Gunsmith.]]<br />
[[File:MW2019 VSSVintorez1.jpg|thumb|none|600px|The rifle's other side, showing off the scope mount]]<br />
[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]]<br />
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]]<br />
<br />
===SR-3 Vikhr===<br />
[[SR-3]]/SR-3M Vikhr-like configurations can be made from the "Stovl SOF" barrel and the "Stovl 6P30 Skelet" stock or default stock, respectively. The name in these two attachments is a misspelling of "Stvol", a fictional weapon manufacturer fully known as "Ствол Тактический" in-game, which translates to "barrel tactical"; "6P30" is the GRAU index designation of the AS Val.<br />
[[File:SR3.jpg|thumb|none|350px|SR-3 Vikhr - 9x39mm]]<br />
[[File:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30-round magazine - 9x39mm]]<br />
[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]]<br />
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]]<br />
<br />
==ASh-12.7==<br />
The [[ASh-12.7]] prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.<br />
<br />
It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.<br />
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]<br />
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]<br />
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]<br />
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]<br />
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]<br />
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]<br />
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]<br />
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]<br />
[[File:MW Oden The Liar.jpg|thumb|none|600px|"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]]<br />
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.]]<br />
<br />
==Colt Model 933==<br />
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a black Daniel Defense Mk18 RIS II handguard (although the bottom two screws are mounted from the back to front like the other four screws, whereas on the real handguard they are mounted from front to back), Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan NSWC Crane SOPMOD Block II buttstock (not a B5 enhanced because it lacks QD sling cups), tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.<br />
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It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.<br />
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The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with a animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.<br />
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The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.<br />
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[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]<br />
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]<br />
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]<br />
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]<br />
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]<br />
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine catch is properly animated.]]<br />
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason, the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]<br />
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]<br />
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.]]<br />
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. The semi-auto marking is missing from the left side of the base weapon.]]<br />
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including "The Purist" blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]<br />
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the "Commando Foregrip", which resembles a Magpul Angled Foregrip.]]<br />
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]<br />
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has a barrel and muzzle brake reminiscent of this weapon.]]<br />
[[File:MW Calibrutal.jpg|thumb|none|600px|The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.]]<br />
<br />
===Mk 18 Mod 0===<br />
The “FSS 11.5" Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.<br />
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]<br />
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]]<br />
[[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle-equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]]<br />
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===Colt Model 901===<br />
The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble the [[M16A4|Colt Model 901]] (which was marketed as an M16A3). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.<br />
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Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock, as does the "Old Faithful" blueprint. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.<br />
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[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]<br />
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]]<br />
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game. Note that even with the M16 M203 handguard, the grenade launcher is still somehow mounted on a section of picatinny rail underneath the handguard. How this is done is unclear, but likely a custom handguard setup designed for the game.]]<br />
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]<br />
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]<br />
[[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]]<br />
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]<br />
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]<br />
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]<br />
[[File:MW M16 OG (1).jpg|thumb|none|600px|An "OG" M16 in its default configuration.]]<br />
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]<br />
<br />
===Colt 9mm SMG (R0991)===<br />
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a [[M16 rifle series#Colt 9mm Submachine Gun (RO635)|Colt 9mm SMG (R0991)]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).<br />
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]<br />
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.]]<br />
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]<br />
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]<br />
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]<br />
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]]<br />
<br />
==="XRK M4"===<br />
The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle. The same receiver model layout, default pistol grip, trigger and fire selector is seen by default in most other blueprints added in the game post release, "Fair Bass", "Polytope", "War Pig", "White Noise", and "Zip Tie" to name a few, though with different markings, different manufacturer's printings and different attachments.<br />
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It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.<br />
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[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK M4" along with an "XRK .357". The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard "M4" weapon model.]]<br />
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".]]<br />
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the "XRK M4" can be found from Marines in the single player campaign, such as the "Zip Tie" here.]]<br />
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]<br />
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs, a combination that is not possible in multiplayer.]]<br />
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the “FSS 14.5" Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16" barrel. This has been removed as of the Season 2 battlepass, and the XRK M4 now uses the standard “FSS 14.5" Tac Lite” handguard. MW2019 Season 3 however, allows the unique forend (from the "Zip Tie" blueprint) to be attached to this blueprint (as well as many others, including the default RO933) through the use of the Gunsmith Customs function.]]<br />
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===M4A1 Carbine===<br />
The "Task Force" blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]'', though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.<br />
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Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. <br />
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]<br />
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".|600px]]<br />
[[File:MW2019MW2-M400.jpg|thumb|none|600px|Just like with the base gun, picking up/spawning with the rifle involves pulling the charging handle and checking the chamber...]]<br />
[[File:MW2019MW2-M401.jpg|thumb|none|600px|...then smacking the forward assist.]]<br />
[[File:MW2019MW2-M41.jpg|thumb|none|600px|Holding the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".]]<br />
[[File:MW2019MW2-M42.jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]]<br />
[[File:MW2019MW2-M45.jpg|thumb|none|600px|Performing a tactical reload. With Sleight of Hand the player drops simply drops the magazine. Also note the protruding magazine catch.]]<br />
[[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]]<br />
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.<br />
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It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.<br />
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The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous ''Call of Duty'' games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.<br />
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In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]<br />
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.]]<br />
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]<br />
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]<br />
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]<br />
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]<br />
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]<br />
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]<br />
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]<br />
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]<br />
<br />
===FAMAS Valorisé===<br />
The "Fractured Forces", "Code Breaker", "The Artisan", "Insurgency" and "The Fallen" blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. <br />
<br />
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]<br />
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.]]<br />
[[File:MW Valorisé (1).jpg|thumb|none|600px|The "Fractured Forces" in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, but at least it's gold-plated now.]]<br />
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the "Code Breaker".]]<br />
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]<br />
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]<br />
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]<br />
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===FAMAS G1===<br />
A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]].<br />
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[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]<br />
[[File:MW FAMAS G1.jpg|thumb|none|600px|An unreleased FAMAS G1 blueprint in an intro screen to the armory.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the "Fractured" blueprint.]]<br />
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]]<br />
<br />
==FN FAL==<br />
The [[FN FAL]] is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.<br />
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It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely a hidden attachment or an entirely different weapon entity that was left in the singleplayer as an Easter Egg of sorts.<br />
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The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.<br />
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]<br />
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the barrel & muzzle]]<br />
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL "G Series" - 7.62x51mm NATO]]<br />
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]<br />
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]<br />
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games. Initially, the weapon was depicted with "E-S" selector markings, similarly to the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector markings have been changed to "S-F" after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.]]<br />
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]<br />
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]<br />
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]<br />
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]<br />
[[File:MW FAL (8).jpg|thumb|none|600px|The FAL with the "S-F" selector markings...]]<br />
[[File:MW FAL (9).jpg|thumb|none|600px|...while the "Beefeater" variant still has a gold-embossed "E-S" inscription.]]<br />
<br />
===FN FAL Paratrooper===<br />
The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.<br />
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]<br />
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]<br />
<br />
===DSA SA58 OSW===<br />
The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. <br />
[[File:DSA-SA-58-OSW.jpg |thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base "Smooth Dominator" FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]<br />
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]<br />
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]<br />
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]<br />
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.]]<br />
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]<br />
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.]]<br />
<br />
==FN SCAR-H==<br />
The [[SCAR-H]] appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "[[FN]]" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.<br />
<br />
The weapon is also seen in the "Poster" calling card in multiplayer.<br />
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which has no length of pull adjustment), the relocated pins, and the greatly elongated side rails.]]<br />
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.]]<br />
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]<br />
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]<br />
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]<br />
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:<br><br />
* Like the "M4A1", the magazine release is animated.<br><br />
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.<br><br />
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.<br><br />
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).<br><br />
* There are "FORGE TAC Arms USA" markings underneath the rear sight.]]<br />
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]<br />
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]<br />
[[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.]]<br />
[[File:MW SCAR Traitor.jpg|thumb|none|600px|"The Traitor" SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver. ]]<br />
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]<br />
<br />
===FN SSR===<br />
Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.<br />
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]<br />
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]<br />
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]<br />
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]<br />
<br />
===FN SCAR-SC===<br />
The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact [[FN SCAR-SC]], except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.<br />
[[File:FN SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]<br />
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|A SCAR-SC build in Gunsmith.]]<br />
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]<br />
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]<br />
<br />
==Heckler & Koch G36==<br />
The [[Heckler & Koch G36]] was added with the "Season One" content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.<br />
<br />
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.<br />
<br />
The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).<br />
<br />
The most notable trait of the "Necrosis" model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]<br />
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]<br />
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]<br />
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the "Holger-26". Note the chopped down front sight.]]<br />
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the "FORGE TAC" marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]<br />
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]<br />
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]<br />
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]<br />
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]<br />
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]<br />
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]<br />
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler & Koch G36 with low-profile scope rail - 5.56x45mm NATO]]<br />
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The "Necrosis" blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]<br />
[[File:MW G36 Guilded.jpg|thumb|none|600px|The "Gilded" G36 blueprint, which uses the normal-model stock.]]<br />
<br />
===Heckler & Koch G36KA4===<br />
The "XRK Ultralight" barrel attachment turns the weapon into a [[Heckler & Koch G36K|G36KA4]].<br />
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]<br />
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]<br />
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]<br />
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the "Necrosis" blueprint, showcasing the difference in receiver designs.]]<br />
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]<br />
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]<br />
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]<br />
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]<br />
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]<br />
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]<br />
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]<br />
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a "Necrosis" G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]<br />
<br />
===Heckler & Koch G36C===<br />
The “FTAC 8.98" Spitfire” attachment turns the gun into a [[Heckler & Koch G36C|G36C]].<br />
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]<br />
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]<br />
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired "Colonial Standard" G36C included in the "Earth Expeditionary Force" bundle, which also includes a Ripley-themed uniform for SAS character Charly. "Adios" is also from one of the film's M56 Smart Guns.]]<br />
<br />
==Heckler & Koch HK433==<br />
The [[Heckler & Koch HK433]] appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.<br />
<br />
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black".<br />
<br />
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler & Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).<br />
[[File:HK433.jpg|thumb|none|450px|Heckler & Koch HK433, third prototype - 5.56x45mm NATO]]<br />
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]<br />
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]<br />
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.]]<br />
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]<br />
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]<br />
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]<br />
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the "M27 IAR" from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]<br />
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]<br />
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]<br />
<br />
==IWI Galil ACE Hybrid==<br />
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.<br />
<br />
The "CR-56 EXO" attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.<br />
<br />
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.<br />
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15" barrel - 7.62x39mm]]<br />
[[File:ACE GAR51.jpg|thumb|none|450px|IWI US Galil ACE GAR51SBR - 7.62x51mm NATO]]<br />
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The Galil ACE with its default 11.8" barrel. The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]<br />
[[File:MW2019 GalilACE.jpg|thumb|none|600px|Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]<br />
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined "Hardhat" map from ''MW3.'' Note the non-standard top cover latch; the ACE series use a conventional AK-style push-button, while the in-game rifle instead uses a sheet-metal tab reminiscent of the [[RPK-16]], with the spot that the button would normally occupy being taken up by the fictional manufacturer's pentagonal logo.]]<br />
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE - though with a rear sight this wide, "pointing" might be a more appropriate verb.]]<br />
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine; the same pentagonal logo is visible here, as is a 3-position selector correctly set to "auto".]]<br />
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]<br />
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]<br />
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in "The Story So Far" trailer.]]<br />
[[File:ACE GAR39.jpg|thumb|none|450px|IWI US Galil ACE GAR39SBR - 7.62x39mm]]<br />
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3" Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]<br />
[[File:MW ACE The Divide.jpg|thumb|none|600px|"The Divide" Galil ACE with the GAR39SBR-like barrel and forend.]]<br />
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]<br />
[[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]]<br />
[[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.]]<br />
<br />
==IWI Tavor CTAR-21==<br />
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7". Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.<br />
<br />
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.<br />
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]<br />
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]<br />
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]<br />
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]<br />
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]<br />
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]<br />
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]<br />
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]<br />
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]<br />
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]<br />
<br />
===IWI Tavor TAR-21===<br />
The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.<br />
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the "Eclipse" barrel and other attachments.]]<br />
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The "Corrupter" TAR-21, which also features an even further-stylized chassis.]]<br />
<br />
==Karabiner 98k==<br />
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. <br />
<br />
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).<br />
<br />
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.<br />
<br />
During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.<br />
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]<br />
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]<br />
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]<br />
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]<br />
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]<br />
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]<br />
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]<br />
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]<br />
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]<br />
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]<br />
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]<br />
<br />
==M14==<br />
The [[M14]] appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.<br />
<br />
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. <br />
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]<br />
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the "FORGE TAC" markings.]]<br />
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]<br />
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in ''[[Medal of Honor: Warfighter]]''.]]<br />
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the "FSS Raider Chassis Elite".]]<br />
[[File:MW M14 (6).jpg|thumb|none|600px|Sleight-of-Hand reloading a customized EBR.]]<br />
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the "FSS Raider Chassis Pro".]]<br />
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]<br />
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]<br />
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The "Stay Frosty" M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]<br />
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]<br />
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]<br />
<br />
==Marlin Model 1895==<br />
The [[Marlin Model 1895]] appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.<br />
<br />
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.<br />
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]<br />
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]<br />
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]<br />
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]<br />
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]<br />
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]<br />
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]<br />
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]<br />
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]<br />
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]<br />
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The "Dust Trail" Marlin.]]<br />
<br />
==SIG-Sauer MCX VIRTUS SBR==<br />
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.<br />
<br />
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches, while the "Tempus Cyclone" gives the gun an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The "no stock" attachment normally just removes the stock, but on the "Radioactive" and "Cagefighter" blueprint it replaces it by a buffer tube.<br />
<br />
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.<br />
<br />
A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.<br />
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]<br />
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]<br />
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the "M13".]]<br />
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]<br />
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional "SOLOZERO Optics" manufacturer.]]<br />
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]<br />
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]<br />
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]<br />
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]<br />
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]<br />
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]<br />
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]<br />
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the "Marksman" barrel assembly, with a length somewhere between an MCX SBR's 14.5" barrel and an MCX Patrol's 16" barrel. The handguard is of fictional length; the number of M-LOK slots would suggest a 14.5" barrel, but the dimensions of the handguard are slightly larger than they are supposed to be.]]<br />
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX VIRTUS Patrol.]]<br />
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.]]<br />
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]<br />
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The "Short Stuff" MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's cam plate next to the bolt catch. This is also the case for many other blueprints such as the "Die Cast" and "Cagefighter".]]<br />
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]]<br />
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]<br />
<br />
==SIG SG 552==<br />
The [[SIG SG 552]] was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The "Envenom" and "Mother Lode" blueprints added in Season 5 give the base rifle a highly stylized appearance and use [[IMBEL IA2]]-style stocks. Additionally, the "Mother Lode" has stylised Diamondback iron sights.<br />
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]<br />
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]<br />
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]<br />
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]<br />
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]<br />
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have "22LR" written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the ".223 Rem." marking on the side of the upper receiver, which was changed to "5.56 NATO" sometime in 2020.]]<br />
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]<br />
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]<br />
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]<br />
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]]<br />
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.]]<br />
[[File:IMBEL IA2.jpg|thumb|none|450px|IMBEL IA2 - 5.56x45mm]]<br />
[[File:MW Mother Lode.jpg|thumb|none|600px|The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]]<br />
[[File:MW Envenom.jpg|thumb|none|600px|The "Envenom" blueprint, with an alternate default forend.]]<br />
<br />
===SIG SG 550===<br />
The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip gives it a resemblance to the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).<br />
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]<br />
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]<br />
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the rifle.]]<br />
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]<br />
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]<br />
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]<br />
<br />
===SIG SG 551===<br />
The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.<br />
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]<br />
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]<br />
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 build the Atlas Superstore.]]<br />
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]<br />
<br />
==Zastava M59/66==<br />
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.<br />
<br />
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.<br />
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]<br />
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.]]<br />
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]<br />
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]<br />
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]<br />
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]<br />
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]<br />
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock - 7.62x39mm]]<br />
[[File:MW SKS (12).jpg|thumb|none|600px|The "FTAC Hunter-Scout" stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]<br />
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]<br />
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]<br />
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]<br />
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]<br />
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]<br />
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]<br />
[[File:MWSKS-BayofPigs.jpg|thumb|none|600px|The "Bay of Pigs" variant which could be received during the [[Call of Duty: Black Ops Cold War|''Black Ops Cold War'']] reveal event in Warzone on August 26, 2020.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AX50==<br />
The [[Accuracy International AX50]] is featured in the game.<br />
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]<br />
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]<br />
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]<br />
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]<br />
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]<br />
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]<br />
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]<br />
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]<br />
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]<br />
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the "Corpse Maker" variant.]]<br />
<br />
==Barrett XM109==<br />
The [[Barrett XM109]] was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".<br />
<br />
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer "FTAC Seven Straight" barrel which, when combined with the Tank Brake and with ''not'' using the 25mm grenade ammo, makes it a [[Barrett M82A3]]-like build (though with only five-round mags instead of ten).<br />
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]<br />
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]<br />
[[File:MW2019 XM109.jpg|thumb|none|600px|The base "Rytec AMR" in Gunsmith.]]<br />
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]<br />
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the "Scrapyard" map recreated from ''MW2''.]]<br />
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]<br />
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]<br />
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]<br />
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]<br />
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the "Rytec" advertisers probably didn't have in mind.]]<br />
[[File:M82A1 OldSpec.JPG|thumb|none|500px|Original/Early Specification Barrett M82 - .50 BMG]]<br />
[[File:Barrett M82A3.jpg|thumb|none|500px|Barrett M82A3 - .50 BMG]]<br />
[[File:MW M82.jpg|thumb|none|600px|The AMR with the early Barrett style "XRK Mastodon" stock, bipod, and the "XRK Tank Brake" and "FTAC Seven Straight" modifications.]]<br />
<br />
=="HDR"==<br />
The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. The magwell and a few parts of the receiver appear to be similar to the [[Victrix Corvus]], and the pistol grip is inspired by the Stark Equipment grips. The KeyMod handguard resembles that of the SKAT GM-200, and its lower part is reminiscent of a [[PGM Mini-Hecate]]'s handguard. The weapon is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series.<br />
<br />
An altered version featuring a different receiver and handguard, as well as a skeletonized wooden thumbhole stock, is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart uses 12.7x108mm ammunition.<br />
<br />
A unique "Grassy Knoll" variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called "Hadir's Right Hand".<br />
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]<br />
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]<br />
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]<br />
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The "HDR" in Gunsmith.]]<br />
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the "HDR" - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]<br />
[[File:MW HDR (2).jpg|thumb|none|600px|The basic "HDR" in-game.]]<br />
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]<br />
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]<br />
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]<br />
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]<br />
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an "HDR" in the multiplayer trailer.]]<br />
[[File:MW HDR Gunsmith.jpg|thumb|none|600px|A Gunsmith preview of "Hadir's Right Hand". The "FTAC Champion" stock appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]]<br />
[[File:MW HDR (7).jpg|thumb|none|600px|"Hadir's Right Hand" in multiplayer.]]<br />
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style - note the different style of receiver and forend.]]<br />
<br />
==M24 SWS==<br />
The [[M24 SWS]] was added in Season 6 as the "SP-R 208", under the marksman rifles class. It is fitted with a trigger guard & paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 [[Remington 700 SPS|SPS]] / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the [[Remington Model 7]].<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW M24 Gunsmith.jpg|thumb|none|600px|The default "SP-R 208" in Gunsmith.]]<br />
[[File:MW M24 (1).jpg|thumb|none|600px|Spawning in with the M24 rifle shows the first round being chambered.]]<br />
[[File:MW M24 (2).jpg|thumb|none|600px|The scopeless M24 in idle.]]<br />
[[File:MW M24 (3).jpg|thumb|none|600px|Using the rail-affixed sights.]]<br />
[[File:MW M24 (4).jpg|thumb|none|600px|The character swaps out the rifle's magazines with his dominant hand.]]<br />
[[File:MW M24 (5).jpg|thumb|none|600px|Opening up the action and ejecting the last casing on an empty reload.]]<br />
[[File:MW M24 (6).jpg|thumb|none|600px|The spent mag is tossed aside before loading in a new one and chambering the rifle.]]<br />
[[File:MW M24 (7).jpg|thumb|none|600px|Meleeing with the M24.]]<br />
[[File:MW M24 (8).jpg|thumb|none|600px|The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the "XRK SP-TAC 208 Ultimate" chassis.]]<br />
[[File:MW M24 .300NM.jpg|thumb|none|600px|Inspecting a .300 Norma Magnum rifle set in the "ZLR SP-R Overseer" chassis and with the "Sloan KR-800 DeadEye" bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.]]<br />
[[File:MW M24 .338LM.jpg|thumb|none|600px|Previewing an M24 in .338 Lapua Magnum in the "XRK SP-LITE 208 Blitz" stock chassis and the "Sloan KR-600 Feather" bolt.]]<br />
[[File:MW M24 Gunsmith (2).jpg|thumb|none|600px|The "FSS Virtuoso Pro" stock as seen in Gunsmith.]]<br />
<br />
==SVD Dragunov==<br />
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.<br />
<br />
The "skeleton stock" attachment gives it an [[SVDS]]-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.<br />
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]<br />
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the "Euphrates Bridge" level.]]<br />
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]<br />
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]<br />
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]<br />
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]<br />
[[File:Modernwarfare2019allisvd1.jpg|thumb|none|600px|A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has "MADE IN BELARUS" written on it and is erroneously marked as a POSP in Cyrillic.]]<br />
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]<br />
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]<br />
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]<br />
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the "Plague Sore" Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]<br />
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]<br />
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the "Plague Sore". The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]<br />
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops.<br />
<br />
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]<br />
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]<br />
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|"Aiming" the Minigun.]]<br />
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]<br />
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]<br />
[[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]]<br />
[[File:MW19 Sentrygun (2).jpg|thumb|none|600px|Left side of the automated M134.]]<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to ''Modern Warfare Remastered'''s multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.<br />
<br />
A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.<br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]<br />
[[File:MW2019 M249.jpg|thumb|none|600px|The "Bruen Mk9" in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]<br />
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]<br />
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]<br />
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]<br />
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]<br />
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]<br />
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]<br />
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]<br />
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]<br />
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]<br />
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]<br />
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]<br />
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]<br />
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]<br />
<br />
==Heckler & Koch MG5==<br />
The [[Heckler & Koch MG5]] appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].<br />
<br />
Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the [[Knight's Armament LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.<br />
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler & Koch MG5 - 7.62x51mm NATO]]<br />
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&K MG5 with the aid of the carry handle.]]<br />
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]<br />
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]<br />
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]<br />
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]<br />
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]<br />
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]<br />
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The "Old Wounds" MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]<br />
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the "Hazard" blueprint.]]<br />
[[File:MW MG5 (9).jpg|thumb|none|600px|The "Warhead" MG5 blueprint in-game; a reward for reaching max rank in the first season.]]<br />
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]<br />
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]<br />
<br />
===Heckler & Koch MG5 A2===<br />
The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called "M91 Infantry".<br />
[[File:MG5 A2.jpg|thumb|none|450px|Heckler & Koch MG5 A2 - 7.62x51mm NATO]]<br />
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the "M91 Special Forces" barrel, converting it into the A2.]]<br />
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the "Ruby Rampage".]]<br />
<br />
==Knight's Armament LAMG==<br />
The [[Knight's Armament LAMG]] itself was added during Season 5, under the name "FiNN LMG". As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.<br />
<br />
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the [[KAC ChainSAW]], via the "XRK ChainSAW" attachment. The "XRK M309 Forward Assault" stock is also similar to the older KAC LMG's tubular stock.<br />
<br />
The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.<br />
<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW2019 KACLMG.jpg|thumb|none|600px|The KAC LAMG in Gunsmith, unmodified.]]<br />
[[File:MW2019 KACLMG2.jpg|thumb|none|600px]]<br />
[[File:MW LAMG (1).jpg|thumb|none|600px|Raines with the LAMG in-game.]]<br />
[[File:MW LAMG (2).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW LAMG (3).jpg|thumb|none|600px|Pulling the charging handle from empty.]]<br />
[[File:MW LAMG (4).jpg|thumb|none|600px|Removing the empty belt box.]]<br />
[[File:MW LAMG (5).jpg|thumb|none|600px|Feeding in new links of regular 5.56.]]<br />
[[File:MW LAMG (6).jpg|thumb|none|600px|Closing the LAMG's top cover.]]<br />
[[File:MW LAMG (7).jpg|thumb|none|600px|Thumping a crate with the LAMG.]]<br />
[[File:MW2019 KACLAMGinspect.jpg|thumb|none|600px|The "FiNN" equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.]]<br />
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]<br />
[[File:MW LAMG ChainSAW (1).jpg|thumb|none|600px|The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.]]<br />
[[File:MW LAMG ChainSAW (2).jpg|thumb|none|600px|Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.]]<br />
<br />
==L86A1==<br />
The [[L86A1]] is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.<br />
<br />
It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].<br />
<br />
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]<br />
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]<br />
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]<br />
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]<br />
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]<br />
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]<br />
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]<br />
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]<br />
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]<br />
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]<br />
<br />
===L85A1===<br />
The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.<br />
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]<br />
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]<br />
<br />
==MG34==<br />
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.<br />
<br />
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.<br />
<br />
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".<br />
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]<br />
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]<br />
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]<br />
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]<br />
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]<br />
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]<br />
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]<br />
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.]]<br />
<br />
==PKM==<br />
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.<br />
<br />
The "25.9" heavy barrel" attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.<br />
<br />
Various blueprints such as the "Standard Issue", "Bludgeoner" and "Game Over" are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.<br />
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]<br />
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]<br />
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]<br />
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character does an unnecessary pull of the charging handle before opening the feed tray cover.]]<br />
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier should actually be locked back (with a round ready to be chambered dropped inside the gun), and needs to be dropped forwards before the new belt can be loaded.]]<br />
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]<br />
[[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.]]<br />
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]<br />
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.]]<br />
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]<br />
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]<br />
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]<br />
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The 2020 prototype of the [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The "RAAL" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]]<br />
[[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]]<br />
[[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in "Killhouse".]]<br />
[[File:SIGMG338MW19 ADS.jpg|thumb|none|600px|Looking down the iron sights.]]<br />
[[File:SIGMG338MW19 inspect1.jpg|thumb|none|600px|Inspecting the machine gun involves checking the feed tray.]]<br />
[[File:SIGMG338MW19 inspect2.jpg|thumb|none|600px|Then flipping the gun on its side and taking in the chunky FDE magnificence. Note the "ZLR" manufacturer marking.]]<br />
[[File:SIGMG338MW19 inspect3.jpg|thumb|none|600px|Checking the ejection port and charging handle.]]<br />
[[File:SIGMG338MW19 reload1.jpg|thumb|none|600px|Reloading from empty involves racking the charging handle.]]<br />
[[File:SIGMG338MW19 reload2.jpg|thumb|none|600px|Clearing the feed tray of stray links.]]<br />
[[File:SIGMG338MW19 reload3.jpg|thumb|none|600px|Replacing the ammunition box.]]<br />
[[File:SIGMG338MW19 reload4.jpg|thumb|none|600px|Then closing the unique side folding top cover.]]<br />
<br />
=Launchers=<br />
==Carl Gustaf M4==<br />
The [[Carl Gustaf M4]] appears as the "Strela-P" (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.<br />
<br />
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]<br />
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]<br />
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]<br />
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]<br />
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]<br />
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]<br />
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]<br />
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]<br />
<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin]] appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.<br />
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]<br />
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]<br />
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]<br />
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]<br />
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]<br />
<br />
==FN 40GL==<br />
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).<br />
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]<br />
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]<br />
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]<br />
[[File:MW FN 40GL (3).jpg|thumb|none|600px|"Aiming", which really just zooms in.]]<br />
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]<br />
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]<br />
<br />
==GP-25==<br />
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]<br />
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]<br />
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]<br />
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]<br />
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher can be attached to many of the other weapons in the "assault rifles" category.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike; as with the GP-25 above, the flip-up grenade launcher leaf sight associated with this particular barrel option is never used for its intended purpose.]]<br />
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]<br />
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]<br />
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]<br />
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]]<br />
<br />
===Madbull XM203===<br />
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|450px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The fictional launcher attached to a Tavor. [[Call of Duty: Modern Warfare 2#IMI Tavor TAR-21|10 years, and they still haven't learned...]]]]<br />
[[File:MW XM203 (1).jpg|thumb|none|600px|The "M203" affixed to a "Grau 5.56"; like most of the game's UBGLs, it lacks sights of any sort.]]<br />
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW XM203 (3).jpg|thumb|none|600px|The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.]]<br />
<br />
==Milkor Mark 14==<br />
The [[Milkor Mark 14]] appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected.<br />
<br />
Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.<br />
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]<br />
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in "Proxy War".]]<br />
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]<br />
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.]]<br />
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]<br />
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is featured in the game.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]<br />
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]<br />
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.]]<br />
<br />
==SA-25==<br />
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the "PILA" (plural form of ''pilum'', a type of Roman javelin; it also means "saw" in Russian). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional "FSS" company branding on the gripstock housing.]]<br />
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]<br />
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]<br />
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
The "Flash Grenade" in multiplayer is a [[Model 7290 flashbang grenade]].<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]<br />
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]<br />
<br />
==Mk.V CN Gas Grenade==<br />
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the "Gas Grenade".<br />
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]<br />
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]<br />
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]<br />
<br />
==M18 Smoke Grenade==<br />
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.<br />
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]<br />
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]<br />
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 Hand Grenade]] is featured in the game.<br />
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]<br />
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]<br />
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]<br />
<br />
==M18A1 Claymore==<br />
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.<br />
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]<br />
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]<br />
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]<br />
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]<br />
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]<br />
<br />
==M84 Stun Grenade==<br />
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the "Stun Grenade".<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]<br />
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]<br />
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]<br />
<br />
==Hybrid Bouncing Mine==<br />
The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.<br />
[[File:MW VS Mine (1).jpg|thumb|none|600px|The "Proximity Mine" in the loadout menu.]]<br />
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]<br />
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]<br />
<br />
=="Thermite"==<br />
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from ''Titanfall 2'', a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.<br />
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]<br />
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]<br />
<br />
==RGD-5==<br />
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.<br />
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]<br />
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]<br />
<br />
==RGO Fragmentation Grenade==<br />
The "Hidden" uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.<br />
[[File:RGO.jpg|thumb|none|450px|RGO frag grenade]]<br />
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]<br />
<br />
==M26 hand grenade==<br />
What appears to be [[M26 hand grenade]]s are seen in the background of the player skin overview in multiplayer.<br />
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]<br />
<br />
=Emplaced/Mounted Weapons=<br />
==AGM-114 Hellfire==<br />
The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the Cruise Missile killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires.<br />
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]<br />
[[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]]<br />
<br />
==AGS-17==<br />
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.<br />
[[File:Ags17.jpg|thumb|none|400px|AGS-17 "Plamya" on tripod - 30x29mm]]<br />
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.]]<br />
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance "Wheelson" in a multiplayer match.]]<br />
<br />
==Browning M2HB==<br />
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.<br />
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]<br />
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]<br />
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]<br />
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]<br />
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]<br />
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]<br />
<br />
==Bofors 40mm==<br />
The "Gunship" killstreak in multiplayer has a [[Bofors 40mm]] cannon.<br />
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.]]<br />
<br />
==Bushmaster M242 Chaingun==<br />
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/"IAV" armored vehicles in the game.<br />
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]<br />
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the "Euphrates River" multiplayer level.]]<br />
<br />
==General Electric GAU-8/A Avenger==<br />
The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.<br />
[[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]<br />
[[File:MW19 A-10C.jpg|thumb|none|600px|A cropped image of the "Precision Airstrike" background art - the in-game screen covers the GAU-8 a bit with the description text. The A-10's loadout also includes four AGM-65 Maverick air-to-surface missiles, four AIM-9 Sidewinder air-to-air missiles, and 14 Hydra 70 rockets in LAU-68 rocket pods.]]<br />
<br />
==General Dynamics M197 Vulcan==<br />
The [[M197 Vulcan]] is affixed to the VTOL jumpjet in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.<br />
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]<br />
[[File:MW VTOL M197.jpg|thumb|none|600px|An Allegiance psuedo-AV-8B armed with the Vulcan turret over the Karst River Quarry. The Allegiance version has a Sukhoi "Flanker"-like splinter paint scheme. Also note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]]<br />
[[File:MW AV-8B.jpg|thumb|none|600px|A damaged Coalition VTOL jet with its M197 aimed downwards. Note the low quality model of the cannon shows it only with two barrels. Note also that the vectored thrust nozzles are pointed towards the aft, despite hovering in place.]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
A stylized Sukhoi Su-25 "Frogfoot" appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons can be seen mounted in the nose cone.<br />
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
[[File:MW Su-25.jpg|thumb|none|600px|The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor "eyes" seen below the cockpit, and a short pair of canards are also present just below them.]]<br />
<br />
==Hell Cannon==<br />
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.<br />
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real "Hell Cannon" found in Aleppo, Syria.]]<br />
[[File:codmw hellcannon.jpg|thumb|none|600px|The "Hell Cannon" with some of its peculiar warheads.]]<br />
<br />
==KPVT==<br />
A [[KPV heavy machine gun|KPVT]] can be found in the "Azhir Cave" multiplayer map.<br />
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]<br />
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]<br />
<br />
==M29 Mortar==<br />
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".<br />
[[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]]<br />
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]<br />
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]<br />
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]<br />
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]<br />
<br />
==M102 105mm Howitzer==<br />
The "Gunship" killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon.<br />
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]]<br />
<br />
==M230 Chain Gun==<br />
AH-64D Apache Longbow helicopters that appear in "Proxy War" and in multiplayer as the classic "Chopper Gunner" killstreak have usable [[M230 Chain Gun]] autocannons. Apaches also appear in the "Hunting Party" mission.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==Mk 47 Mod 0==<br />
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.<br />
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]<br />
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]<br />
<br />
=Other=<br />
==BGM-71 TOW==<br />
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.<br />
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]<br />
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the "That Should Do" quote. Note the scoped AR seen on the right.]]<br />
<br />
==Hybrid Reverse Draw Crossbow==<br />
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.<br />
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]<br />
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]<br />
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
==M79 grenade launcher==<br />
Frank Woods' character model that was released as a pre-order reward for ''[[Call of Duty: Black Ops Cold War]]'' has an unusable sawn-off [[M79 grenade launcher]] in a holster on his left side.<br />
[[File:US M79 sawed off with 2 hornets nest rounds & a 40mm 12g adapter round.jpg|thumb|none|400px|'''Airsoft''' CAW M79 sawed off with 3 airsoft grenades.]]<br />
[[File:MW19 M79 Woods.jpg|thumb|none|600px|The M79 "Pirate Pistol" in Woods' holster.]]<br />
<br />
==MG42==<br />
Either an [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.<br />
[[File:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]<br />
[[File:MW MG 42.jpg|thumb|none|600px|The MG42 lying on the ground. It appears to be reusing the Black Ops III model rather than the WWII one due to the distinctive bipod.]]<br />
<br />
==Taser X26==<br />
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.<br />
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]<br />
[[File:MW Taser.jpg|thumb|none|600px|]]<br />
<br />
=Unusable Weapons=<br />
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.<br />
<br />
==Beretta 92==<br />
An early model of the [[Beretta 92]] is seen in the promotional image for "The Bodyguard" customization pack for Domino.<br />
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]<br />
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.]]<br />
<br />
==Remington 1875==<br />
The playercard "Big Iron" shows a cowboy gunslinger with a [[Remington 1875]].<br />
[[File:Rem1875.jpg|thumb|none|400px|Remington 1875 - .45 Long Colt.]]<br />
[[File:MW Big Iron.jpg|thumb|none|600px|]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The playercard "Dry Heat" shows the silhouette of a proper [[Heckler & Koch MP7A1]].<br />
[[File:H&K MP71A1.jpg|thumb|none|400px|Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm]]<br />
[[File:MW MP7A1.jpg|thumb|none|600px|]]<br />
<br />
==Daniel Defense DDM4V7S==<br />
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.<br />
[[File:DDM4V7S.jpg|thumb|none|450px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]<br />
[[File:MW DD Mk18.jpg|thumb|none|600px|]]<br />
<br />
==Desert Tech MDR==<br />
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. <br />
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]<br />
[[File:MW MDR Menu.jpg|thumb|none|439px|]]<br />
<br />
==Noveske-style rifle==<br />
What appears to be a [[Noveske Rifleworks rifle series|Noveske]]-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.<br />
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]<br />
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]<br />
<br />
==Mk 46 Mod 0==<br />
The [[Mk 46 Mod 0]] is seen in a promotional artwork.<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]<br />
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]<br />
<br />
==Accuracy International AXMC==<br />
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.<br />
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum]]<br />
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=User:Fine_cuisine&diff=1564357User:Fine cuisine2023-03-18T12:13:43Z<p>Fine cuisine: lol</p>
<hr />
<div>3D hobbyist of sorts <s>with a potato for a computer.</s><br><br />
I live in Canada which probably sums up my experience with firearms in about four words.<br />
<br />
fine cuisine#8278</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&diff=1564355Call of Duty: Modern Warfare (2019)2023-03-18T12:03:46Z<p>Fine cuisine: /* AA-12 */ drum mag stuffs</p>
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<div>{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare''<br />
|picture=MW19-Cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 25, 2019<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PC<br>PlayStation 4<br>Xbox One<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
<br />
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.<br />
<br />
'''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''.<br />
<br />
With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to. <br />
<br />
There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.<br />
<br />
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').<br />
<br />
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.<br />
<br />
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the [[Heckler & Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.<br />
<br />
Additional trivia on weapons in ''Modern Warfare'':<br />
* In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.<br />
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.<br />
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.<br />
* All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.<br />
* Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.<br />
* Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.<br />
* Ejected casings realistically have charred markings near their necks.<br />
* On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.<br />
* All bullet-firing weapons use modeled ballistic projectiles instead of hitscan in previous games (complete with bullet drop ala later ''Battlefield'' series), rather than limited to certain occasions such as the [[Barrett M82A1]] or the [[RSASS]] in the original ''Modern Warfare'' series, or being restricted to longer ranges while using hitscan in shorter ranges, as in ''Black Ops 4''.<br />
<br />
=Handguns=<br />
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.<br />
<br />
==".357"==<br />
The ".357" is a hybrid between the [[Colt Anaconda]] and the [[Smith & Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a [[Colt Python]], and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.<br />
<br />
The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.<br />
<br />
By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.<br />
<br />
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.<br />
<br />
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.<br />
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum]]<br />
[[File:S&WModel581.jpg|thumb|none|350px|Smith & Wesson Model 581 - .357 Magnum]]<br />
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]]<br />
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Golem.]]<br />
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]<br />
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]<br />
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]<br />
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]]<br />
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]<br />
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]<br />
[[File:Mw2019revolver3rdperson.jpg|thumb|none|600px|An Allegiance soldier stops to examine the frankenvolver.]]<br />
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, VSS Vintorez/Dragunov hybrid shoulder stock.]]<br />
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]]<br />
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.]]<br />
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]<br />
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]<br />
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]<br />
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]<br />
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]<br />
<br />
==="XRK .357"===<br />
The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the [[Smith & Wesson Model 327 R8]]. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.<br />
[[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".]]<br />
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]<br />
<br />
==Beretta M9A3==<br />
The [[Beretta M9A3]] was added in Season 3 as the "Renetti". It is depicted with front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.<br />
<br />
The "Renetti" can be turned into a pseudo-[[Beretta 93R]]: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.<br />
<br />
The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.<br />
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]<br />
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]<br />
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]<br />
[[File:MW M9A3 (1).jpg|thumb|none|600px|The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.]]<br />
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]<br />
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]]<br />
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]<br />
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]<br />
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]<br />
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]<br />
[[File:MW19Renetticustom2.jpg|thumb|none|600px|Ghost inspecting his custom M9A3 fitted with an aftermarket barrel and slide, Surefire X400, extended magazines and a suppressor.]]<br />
[[File:MW19Renetticustom1.jpg|thumb|none|600px|The hammer hitting the firing pin when shooting the customized M9A3.]]<br />
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]<br />
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire ''within'' each burst.]]<br />
<br />
==="Guard One"===<br />
The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the ''[[Resident Evil]]'' series, specifically Albert Wesker's two-tone Samurai Edge.<br />
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the ''Resident Evil'' video game series.]]<br />
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]<br />
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The "Guard One" blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.]]<br />
[[File:MW19 Guard One Reload.jpg|none|thumb|600px|Doing a tactical reload with the "Guard One", which shows that the extended magazines that come with the blueprint are also stainless steel (and the bullet clipping through the follower is as well).]]<br />
<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds.<br />
<br />
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.<br />
<br />
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.<br />
<br />
The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.<br />
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]<br />
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]<br />
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]<br />
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "FORGE TAC Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]<br />
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]<br />
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]<br />
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]<br />
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]]<br />
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]<br />
[[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines.]]<br />
[[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why [[Call_of_Duty:_Modern_Warfare_2#Desert_Eagle_Mark_XIX|it looks so familiar]].]]<br />
<br />
==Glock 21==<br />
The Gen 3 [[Glock 21]] appears in-game as the "X16". It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces, which should be using the [[MP-443 Grach]] instead.<br />
<br />
It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.<br />
<br />
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (the latter existing in Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.<br />
<br />
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]<br />
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from ''Titanfall'', a game made by former Infinity Ward members (some of whom returned to IW to work on ''Modern Warfare''). Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]<br />
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights...]]<br />
[[File:MW19Glock3.jpg|thumb|none|600px|...which are revealed to be functional night sights. Most of the handgun barrels have this feature in the game.]]<br />
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]<br />
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release (which is not actually engaged) instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.]]<br />
[[File:MW19Glock1.jpg|thumb|none|600px|An american PJ operator inspects his customized Glock 21 as he resists the urge to find out if the slide is made out of chocolate or not.]]<br />
[[File:MW19Glock2.jpg|thumb|none|600px|The slide of the custom Glock being pulled when reloading it from empty. Note the "Technician" gloves which are clearly a parody of Mechanix.]]<br />
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]<br />
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]<br />
[[File:MW2019 Glock Arcade.jpg|thumb|none|600px|The "War Beast" arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers. The same machine can be see in the Rec building on Al-Raab Airbase.]]<br />
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]<br />
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]<br />
<br />
===Glock 18C===<br />
The "Singuard Arms Featherweight" barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.<br />
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]<br />
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]<br />
[[File:MW19Glock4.jpg|thumb|none|600px|Gaz inspects his two G18s to figure out why they are not shooting full-auto. He then realizes that the selector is there just for cosmetic purposes.]]<br />
[[File:MW19Glock5.jpg|thumb|none|600px|He then reloads his left one. Notice how the characters are actually using their index finger to drop magazines and release the slide when reloading left handed, unlike in previous Call of Duty titles, that mirrored the animations whether the guns had ambi controls or not.]]<br />
<br />
==="The Howler"===<br />
"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]] (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a [[Smith & Wesson M&P]].<br />
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]<br />
[[File:S&W M&P 45acp.jpg|thumb|none|350px|Smith & Wesson M&P45 with 4.5" barrel - .45 ACP]]<br />
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the "Impossible Task".]]<br />
<br />
==="Urban Defiler"===<br />
The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an [[Arsenal Firearms Strike One]], along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.<br />
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]<br />
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the "Urban Defiler" without its included attachments.]]<br />
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]<br />
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]<br />
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand. This blueprint correctly uses metal magazines instead of the polymer Glock ones, but using any larger mag option reverts them back to the original model with extended baseplates]]<br />
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]<br />
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.]]<br />
<br />
==Kimber Custom TLE/RL II==<br />
The [[Kimber Custom TLE/RL II]] is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws and it has a standard barrel bushing instead of a full length guide rod. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.<br />
Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.<br />
<br />
The "Riptide" blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]<br />
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]<br />
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]<br />
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|The game depicts the slide stop on the 1911 engaging the slide on empty reloads.]]<br />
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty. The Kimber 1911 is the only automatic pistol in Modern Warfare where the standard animations have the player characters interact with the slide release instead of power stroking the slide on empty.]]<br />
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]<br />
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]<br />
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]<br />
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]<br />
[[File:MW191911.jpg|thumb|none|600px|Captain Price reloads a "Riptide" 1911 with the Kimber Warrior grips. Also note the rubberbands holding the grip safety depressed.]] <br />
<br />
===STI 2011===<br />
Some blueprint modifications take the form of an STI 2011, most closely resembling the [[STI Tactical|STI Tactical 5.0]], but with the depiction of an [[STI Costa Carry Comp]] style rectangular cutout on the left side of the slide. Those blueprints are the "Javelina", "Corax", "Bite Strength" and "Blue Dwarf"; the "Obsidian Carat" also has an STI frame, but requires the "1911 Stalker" attachment in order to match the slide as well. The "Corax" also has the skeletonized trigger of modern [[SIG-Sauer 1911]] variants (such as the 1911 TACOPS), albeit with a small hole added in it.<br />
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP]]<br />
[[File:MW STI Tactical.jpg|thumb|none|600px|The "Blue Dwarf" STI-style 1911.]]<br />
[[File:MW19corax (1).jpg|thumb|none|600px|Holding a customized "Corax" at the ready.]]<br />
[[File:MW19corax (3).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW19corax (2).jpg|thumb|none|600px|Swapping magazines. Despite resembling an STI with a double-stack frame, the variant retains the single-stack one of the base Kimber.]]<br />
<br />
==Makarov PM==<br />
The [[Makarov PM]] was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.<br />
<br />
The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. <br />
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]]<br />
[[File:MakarovGunsmith2preview MW19.jpg|thumb|none|600px|Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.]]<br />
[[File:MW2019 Makarov (1).jpg|thumb|none|600px|Wielding the "Sykov" inside the Scrapyard offices.]]<br />
[[File:MW2019 Makarov (2).jpg|thumb|none|600px|Aiming at the lockers.]]<br />
[[File:MW2019 Makarov (3).jpg|thumb|none|600px|Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.]]<br />
[[File:MW2019 Makarov (4).jpg|thumb|none|600px|Ditto, now from empty.]]<br />
[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]]<br />
[[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]]<br />
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]]<br />
[[File:MW2019 Makarov (7).jpg|thumb|none|600px|The "SSB 105mm" barrel (SSB standing for "Sykov's Svet Bochka") gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance.]]<br />
[[File:Makarovdrum.jpg|thumb|none|300px|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]<br />
<br />
===Makarov PB===<br />
The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed [[Makarov PB]] assembly.<br />
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]]<br />
<br />
===Stechkin APS===<br />
The "Sorokin 140mm Auto" barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" and "PP-Karabin". As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin".<br />
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]]<br />
<br />
==SIG-Sauer P320 RX==<br />
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.<br />
<br />
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission and by Captain Price in some missions. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission (despite the fact that Laswell specifically instructed Price to use "host nation weapons only", which none of Nikolai's acquisitions are). The specific gun available to the player in "Old Comrades" is equipped with the Holosun-based red dot sight that is only available to primary weapons in multiplayer. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.<br />
<br />
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually the Kimber TLE/RL II seen above in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).<br />
<br />
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]<br />
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]<br />
[[File:MW P320 (1).jpg|thumb|none|600px|The "M19" in game.]]<br />
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]<br />
[[File:MW P320 (3).jpg|thumb|none|600px|Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX. Note the first generation trigger. It can be swapped to the more recent model via some blueprint variants that change the look of the "Lightweight trigger" attachment.]]<br />
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]<br />
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]<br />
[[File:MW19 P320 black.jpg|thumb|none|600px|Kyle Garrick reloads his black P320 during a shootout with terrorists in London.]]<br />
[[File:MW P230 Black.jpg|thumb|none|600px|The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]<br />
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]<br />
[[File:MW19P320.jpg|thumb|none|600px|As Alex reloads his P320RX from empty, one can observe that the slide stop is not actually engaged and that the empty magazine still has bullets inside.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet APC9 K PRO G==<br />
The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO G]] was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the Brügger & Thomet GHM9. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.<br />
<br />
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.<br />
<br />
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum]]<br />
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (1).jpg|thumb|none|600px|The vanilla APC9 K PRO G in Gunsmith.]]<br />
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.]]<br />
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]<br />
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]<br />
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&T's fire selector.]]<br />
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]<br />
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]<br />
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]<br />
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]<br />
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the "FSS Revolution" attachment.]]<br />
[[File:B&T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 PRO G - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.]]<br />
[[File:APC9 SD.jpg|thumb|none|450px|Brügger & Thomet APC9 SD - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The "FSS Nightshade" APC9.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.<br />
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
[[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]]<br />
[[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]]<br />
[[File:ScorpionEvoMW19 idle.jpg|thumb|none|600px|]]<br />
[[File:ScorpionEvoMW19 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:ScorpionEvoMW19 inspect1.jpg|thumb|none|600px|Performing a weapon inspect involves the player character checking the magazine.]]<br />
[[File:ScorpionEvoMW19 inspect2.jpg|thumb|none|600px|Note the "FORGE-TAC" logo.]]<br />
[[File:ScorpionEvoMW19 inspect3.jpg|thumb|none|600px|Then checking the right hand side of the gun. Note the burst fire marking above the fire selector, only accessible through the "12-R Hollowpoint" magazine option.]]<br />
[[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]]<br />
[[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]]<br />
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.]]<br />
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with faux suppressor - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.]]<br />
[[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion EVO 3 S2 Micro with SBTEVO folding brace - 9x19mm]]<br />
[[File:MW19 ScorpionK (1).jpg|thumb|none|600px|A Scorpion K-style build with the "CX-23S" short barrel and collapsed "CX-FR" stock, and 12-round Hollow Point mags.]]<br />
[[File:MW19 ScorpionK (2).jpg|thumb|none|600px|The "CX-23" barrel has a short integral suppressor and built-in handstop configuration.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.<br />
<br />
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]<br />
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]<br />
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]<br />
<br />
===FN P90===<br />
The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.<br />
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]<br />
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]<br />
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]<br />
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]<br />
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".]]<br />
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|"The Neutralizer" P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the waffle magazine all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]]<br />
<br />
==Heckler & Koch MP5A3==<br />
The [[Heckler & Koch MP5A3]] appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).<br />
<br />
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the [[PTR 9KT]], an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.<br />
<br />
The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.<br />
<br />
The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler & Koch SP89|SP89]], and changes the HUD name to "[[MP5K]]". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.<br />
<br />
Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the [[MP5A5]]. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.<br />
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]<br />
[[File:H&KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]<br />
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]<br />
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]<br />
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]<br />
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed, however no rounds seem to be extracted from the chamber during this process. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]<br />
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]<br />
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]<br />
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]<br />
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]<br />
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]<br />
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.]]<br />
[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]]<br />
[[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]]<br />
[[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]<br />
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]<br />
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]<br />
<br />
===Heckler & Koch MP5A2===<br />
The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.<br />
[[File:H&KMP5-N.jpg|thumb|none|450px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]]<br />
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]<br />
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]]<br />
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]]<br />
<br />
===Heckler & Koch MP5SD3===<br />
The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an [[MP5SD3]].<br />
[[File:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD3 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the "Point Blank" blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the "FSS Light" and the shorter "Monolithic" integrally suppressed barrel.]]<br />
<br />
===Heckler & Koch MP5SD2===<br />
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler & Koch MP5SD|MP5SD2]].<br />
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.]]<br />
<br />
===Heckler & Koch MP5/10===<br />
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler & Koch MP5/10|MP5/10]], minus the bolt hold open assembly.<br />
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]<br />
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]<br />
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&K MP5/10 equipped with a red dot sight and collapsible stock.]]<br />
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A black [[Heckler & Koch MP7|Heckler & Koch MP7A2]] appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]]<br />
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]<br />
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.]]<br />
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]<br />
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.]]<br />
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]<br />
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]<br />
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]<br />
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]<br />
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]<br />
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]<br />
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".]]<br />
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the "Piercer" MP7.]]<br />
<br />
==IMI Uzi==<br />
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].<br />
<br />
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.<br />
<br />
The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.<br />
<br />
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MicroUziPistol.jpg|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]<br />
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]<br />
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.]]<br />
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reload. Note that the weapon has "A-F-S" selector markings, a characteristic of civilian Uzis converted to full-auto.]]<br />
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]<br />
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]<br />
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]<br />
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.]]<br />
<br />
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]<br />
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]<br />
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]<br />
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.]]<br />
<br />
==="Blowback"===<br />
The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.<br />
<br />
The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]]<br />
<br />
==KRISS Vector==<br />
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has most visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. Furthermore, it lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, to the point that the proprietary "Super-V" recoil management system of the real world Vector would not be able to function.<br />
<br />
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).<br />
<br />
There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.<br />
<br />
The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol.<br />
<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.]]<br />
[[File:MW2019 Vector.jpg|thumb|none|600px|]]<br />
[[File:MW2019 Vector2.jpg|thumb|none|600px|]]<br />
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]<br />
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]<br />
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]<br />
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]<br />
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]<br />
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]<br />
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]<br />
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]<br />
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]<br />
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]<br />
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the "Apex" and "Sabre" parts, along with an [[SL8]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]]<br />
<br />
==LWRC SMG-45==<br />
The [[LWRC SMG-45]] was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The "Striker 45" on Rust.]]<br />
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]<br />
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]<br />
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]<br />
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.]]<br />
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]<br />
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]<br />
<br />
===Heckler & Koch UMP45===<br />
The "Undertaker" variant of the SMG-45 resembles the [[Heckler & Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for [[Heckler & Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.<br />
<br />
The UMP45 resemblance also applies to the later-added "Garrote", "Dream Dasher", "Evil Manifest", "Halcyon Days", and "Bat Out Of Hell" blueprints.<br />
<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with RIS rail - .45 ACP]]<br />
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.]]<br />
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]<br />
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]<br />
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]<br />
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]<br />
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. This is a pre-patch screenshot; the charging handle now (correctly) stays forward in first person.]]<br />
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC - .45 ACP]]<br />
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]<br />
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]<br />
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]<br />
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]<br />
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]<br />
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]<br />
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]<br />
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]<br />
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]<br />
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.]]<br />
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]<br />
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.]]<br />
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears simply as the "AUG". One of the multiple customization options is the "622mm long barrel", which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]<br />
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]<br />
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]<br />
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]<br />
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]<br />
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]<br />
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]<br />
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]<br />
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.]]<br />
<br />
===Steyr AUG A3===<br />
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.<br />
<br />
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.<br />
<br />
The "Gremlin" blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The "Death Roll" blueprint also has the same features (it mounts an A3 SF-style scope by default).<br />
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO]]<br />
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]<br />
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO]]<br />
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]<br />
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]<br />
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]<br />
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]<br />
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.]]<br />
[[File:MW Leecher-issue.jpg|thumb|none|600px|The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.]]<br />
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]<br />
[[File:AUG A3 M1 high rail.jpg|thumb|none|425px|Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO]]<br />
[[File:MW AUG (5).jpg|thumb|none|600px|The "Death Roll" AUG with the A3 M1 style components and a Magpul AFG2.]]<br />
[[File:MW AUG (6).jpg|thumb|none|600px|Aiming down the iron sights mounted on the rail.]]<br />
<br />
=Shotguns=<br />
==AA-12==<br />
The [[AA-12]] was added during Season 6, under the name "JAK-12". It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.<br />
[[File:AA-12 CQB.jpg|thumb|none|400px|AA-12 CQB - 12 gauge]]<br />
[[File:MW2019 AA12 1.jpg|thumb|none|600px|An unmodified "JAK-12" in Gunsmith.]]<br />
[[File:MW2019 AA12.jpg|thumb|none|600px|Similar to the ''[[Call of Duty Online]]'' model, the cutlass-type bottom fingerguard is absent.]]<br />
[[File:MW2019 AA-12 (1).jpg|thumb|none|600px|Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.]]<br />
[[File:MW2019 AA-12 (2).jpg|thumb|none|600px|The AA-12 CQB inside the TV Station's server room.]]<br />
[[File:MW2019 AA-12 (3).jpg|thumb|none|600px|Using the iron sights.]]<br />
[[File:MW2019 AA-12 (4).jpg|thumb|none|600px|Partial reloads are performed in a manner similar to the RO933 carbine.]]<br />
[[File:MW2019 AA-12 (5).jpg|thumb|none|600px|Locking the bolt back on empty.]]<br />
[[File:MW2019 AA-12 (6).jpg|thumb|none|600px|Sliding in a fresh 8-round stick magazine.]]<br />
[[File:MW2019 AA-12 (7).jpg|thumb|none|600px|Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.]]<br />
[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]]<br />
[[File:MW AA12 DrumInspect.jpeg|thumb|none|600px|Inspecting an AA-12 with the "ZLR J-3600 Torrent" barrel, thermal sight, and a 20-round drum magazine. The AA-12 also has the option to use 32-round drums.]]<br />
[[File:MW AA12 DrumReload1.jpeg|thumb|none|600px|Reloading with the drum magazines are performed in a somewhat unorthodox pose.]]<br />
[[File:MW AA12 DrumReload2.jpeg|thumb|none|600px|Wrapping up the empty reload.]]<br />
[[File:MW AA12 DrumReloadFast1.jpeg|thumb|none|600px|With Sleight of Hand, the weapon is held in a more familiar manner.]]<br />
[[File:MW AA12 DrumReloadFast2.jpeg|thumb|none|600px|A quick rack of the charging handle and the next 20 rounds are good to go.]]<br />
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]<br />
<br />
==Browning Citori 725==<br />
A visually altered [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.<br />
<br />
A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]<br />
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]<br />
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]<br />
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]<br />
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.<br />
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]<br />
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]<br />
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]<br />
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]<br />
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]<br />
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5" barrel.]]<br />
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.]]<br />
<br />
===Fostech Origin-12 SBV===<br />
The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.<br />
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]<br />
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the "FORGE TAC Dart" arm brace.]]<br />
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]<br />
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.]]<br />
<br />
==Knight's Armament Masterkey==<br />
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the "12-Gauge Deputy" mounted on an M16-lookalike.]]<br />
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.]]<br />
[[File:MW Masterkey (3).jpg|thumb|none|600px|"Aiming" the device.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Side view of the Masterkey attached to the "Fractured" blueprint of the FAMAS.]]<br />
<br />
===Hybrid Underbarrel Shotgun===<br />
The version available to the post-release [[CTAR-21|Tavor CTAR-21]], [[SIG SG 552]], [[Galil ACE]] and [[AN-94]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the [[M26 MASS]]. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]<br />
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551 lookalike.]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]<br />
<br />
==M26 MASS==<br />
A standalone [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.<br />
<br />
An update in April 2020 added the ability to use Dragon's Breath ammunition.<br />
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]<br />
[[File:TheoneXM26A.jpg|thumb|none|400px|Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm]]<br />
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]<br />
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]<br />
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]<br />
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]<br />
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]<br />
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]<br />
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]<br />
<br />
==Remington 870 MCS==<br />
The [[Remington 870 MCS]] appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.<br />
<br />
A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).<br />
<br />
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]<br />
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]<br />
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]<br />
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]<br />
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]<br />
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]<br />
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]<br />
[[File:Mw2019domino870.jpg|thumb|none|600px|Coalition Operator "Domino" holds a shortened 870.]]<br />
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.]]<br />
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique. With this weapon, as well as the MK2/Marlin 1895 (though with standard animations as well), has the player character insert ammunition continuously as if they had all the requisite ammo in their reloading hand, which begs the question of how the player characters are able to hold 8 12-gauge shells in one hand and are still be able to dexterously reload.]]<br />
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]<br />
[[File:Remington Model 870 DM.jpg|thumb|none|400px|Remington Model 870 DM - 12 gauge]]<br />
[[File:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]<br />
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the "Gulf Stalker" blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.]]<br />
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]<br />
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]<br />
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]<br />
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]<br />
<br />
==Standard Manufacturing DP-12==<br />
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous ''Call of Duty'' games.<br />
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]<br />
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]<br />
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]<br />
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]<br />
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]<br />
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]<br />
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]<br />
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]<br />
<br />
=Rifles & Carbines=<br />
==AK-47==<br />
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:<br />
<br />
*Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0" RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.<br />
*Stock options consist of the "Field LMG Stock", a [[PKM]]-style stock; "Skeleton Stock", an [[AKS-74]] folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.<br />
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.<br />
<br />
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.<br />
<br />
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, when in reality they have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s.<br />
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]<br />
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]<br />
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]<br />
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]<br />
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]]<br />
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.]]<br />
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]<br />
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]<br />
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]<br />
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be the "Flash Guard" attachment which is based on the SureFire SOCOM 3-Prong Flash Hider. However, in the final game the AK-47 uses a different flash guard.]]<br />
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]]<br />
[[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]]<br />
<br />
===AK-74===<br />
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an [[AK-74]] (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.<br />
<br />
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "[[AK-12]]". It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.<br />
<br />
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".<br />
<br />
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining "AK-47".<br />
<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]<br />
[[File:AK-12.jpg|thumb|none|450px|An actual AK-12, for comparison to the "AK-12" found in the singleplayer - 5.45x39mm]]<br />
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.]]<br />
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".]]<br />
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]<br />
[[File:MW AK-12 (3).jpg|thumb|none|600px|An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]<br />
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]<br />
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the "Gilded Arm" was later added in Season 6.]]<br />
<br />
===AKM===<br />
The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf Warriors 2]]''), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.<br />
<br />
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw".<br />
<br />
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]<br />
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]]<br />
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , ''volk''), corresponding to their wolf head logo.]]<br />
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]<br />
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]<br />
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]<br />
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]<br />
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]<br />
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]<br />
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.]]<br />
[[File:MW2019 Resonant.jpg|thumb|none|600px|The "Resonant" blueprint, which seems to be based on ''[[Call of Duty: Infinite Warfare]]''’s "Volk" AK. The energy rounds zap and explode whole enemies in a manner similar to the ''Wunderwaffe DG-2'' from previous games' Zombies modes.]]<br />
<br />
===Arsenal AR-M1===<br />
At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].<br />
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]<br />
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]<br />
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]<br />
<br />
===AKS-74U===<br />
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima".<br />
<br />
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]<br />
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.]]<br />
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in ''Modern Warfare'', all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the ''[[Metro]]'' games).]]<br />
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.]]<br />
<br />
===AKMSU===<br />
The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].<br />
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]<br />
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.]]<br />
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]<br />
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]<br />
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]<br />
<br />
==AN-94==<br />
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production [[AK-12]]/15 rifles. As with ''[[Call of Duty: Black Ops II]]'', the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the ''third'' round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).<br />
<br />
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an [[RPK-74M]] extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.<br />
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]]<br />
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]]<br />
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]]<br />
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]]<br />
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]<br />
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).]]<br />
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]<br />
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]<br />
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]<br />
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]<br />
<br />
==AS Val==<br />
The [[AS Val]] was added in Season 6 as the "AS VAL". Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.<br />
<br />
The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.<br />
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]<br />
[[File:MW2019 ASVAL.jpg|thumb|none|600px|An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.]]<br />
[[File:MW2019 ASVAL1.jpg|thumb|none|600px|The iron sights are repositioned onto the handguard akin to the SR-3M.]]<br />
[[File:MW AS VAL (1).jpg|thumb|none|600px|Spawning in with the AS Val - the character disengages the safety lever.]]<br />
[[File:MW AS VAL (2).jpg|thumb|none|600px|The Val in idle.]]<br />
[[File:MW AS VAL (3).jpg|thumb|none|600px|Aiming with the short radius sights.]]<br />
[[File:MW AS VAL (4).jpg|thumb|none|600px|Reloading tactical style.]]<br />
[[File:MW AS VAL (5).jpg|thumb|none|600px|Throwing out the spent magazine on an empty reload.]]<br />
[[File:MW AS VAL (6).jpg|thumb|none|600px|Working the action underhanded style.]]<br />
[[File:MW AS VAL (7).jpg|thumb|none|600px|Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.]]<br />
[[File:MW AS VAL (8).jpg|thumb|none|600px|The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...]]<br />
[[File:MW AS VAL (9).jpg|thumb|none|600px|...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.]]<br />
<br />
===VSS Vintorez===<br />
Equipping the "VLK Vintazh" stock turns the gun into a [[VSS Vintorez]], while the "VLK Strelok" stock approximates that of the modernized VSSM; while not mandatory, the "Dragunov Scope" and the "SPP 10-R Mags" help further this setup's resemblance to the real deal.<br />
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]<br />
[[File:MW2019 VSSVintorez.jpg|thumb|none|600px|The VSS Vintorez in Gunsmith.]]<br />
[[File:MW2019 VSSVintorez1.jpg|thumb|none|600px|The rifle's other side, showing off the scope mount]]<br />
[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]]<br />
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]]<br />
<br />
===SR-3 Vikhr===<br />
[[SR-3]]/SR-3M Vikhr-like configurations can be made from the "Stovl SOF" barrel and the "Stovl 6P30 Skelet" stock or default stock, respectively. The name in these two attachments is a misspelling of "Stvol", a fictional weapon manufacturer fully known as "Ствол Тактический" in-game, which translates to "barrel tactical"; "6P30" is the GRAU index designation of the AS Val.<br />
[[File:SR3.jpg|thumb|none|350px|SR-3 Vikhr - 9x39mm]]<br />
[[File:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30-round magazine - 9x39mm]]<br />
[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]]<br />
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]]<br />
<br />
==ASh-12.7==<br />
The [[ASh-12.7]] prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.<br />
<br />
It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.<br />
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]<br />
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]<br />
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]<br />
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]<br />
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]<br />
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]<br />
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]<br />
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]<br />
[[File:MW Oden The Liar.jpg|thumb|none|600px|"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]]<br />
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.]]<br />
<br />
==Colt Model 933==<br />
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan BCM B5 Enhanced SOPMOD buttstock, tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.<br />
<br />
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.<br />
<br />
The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with a animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.<br />
<br />
The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.<br />
<br />
[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]<br />
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]<br />
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]<br />
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]<br />
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]<br />
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine stop is properly animated.]]<br />
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]<br />
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]<br />
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.]]<br />
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. The semi-auto marking is missing from the left side of the base weapon.]]<br />
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including "The Purist" blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]<br />
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the "Commando Foregrip", which resembles a Magpul Angled Foregrip.]]<br />
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]<br />
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has some visual features reminiscent of this weapon.]]<br />
[[File:MW Calibrutal.jpg|thumb|none|600px|The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.]]<br />
<br />
===Mk 18 Mod 0===<br />
The “FSS 11.5" Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.<br />
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]<br />
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]]<br />
[[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]]<br />
<br />
===Colt Model 901===<br />
The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble the [[M16A4|Colt Model 901]] (which was marketed as an M16A3). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.<br />
<br />
Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock, as does the "Old Faithful" blueprint. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.<br />
<br />
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]<br />
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]]<br />
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]<br />
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]<br />
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]<br />
[[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]]<br />
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]<br />
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]<br />
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]<br />
[[File:MW M16 OG (1).jpg|thumb|none|600px|An "OG" M16 in its default configuration.]]<br />
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]<br />
<br />
===Colt 9mm SMG (R0991)===<br />
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a [[M16 rifle series#Colt 9mm Submachine Gun (RO635)|Colt 9mm SMG (R0991)]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).<br />
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]<br />
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.]]<br />
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]<br />
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]<br />
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]<br />
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]]<br />
<br />
==="XRK M4"===<br />
The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle. The same receiver model layout, default pistol grip, trigger and fire selector is seen by default in most other blueprints added in the game post release, "Fair Bass", "Polytope", "War Pig", "White Noise", and "Zip Tie" to name a few, though with different markings, different manufacturer's printings and different attachments.<br />
<br />
It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.<br />
<br />
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK M4" along with an "XRK .357". The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard "M4" weapon model.]]<br />
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".]]<br />
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the "XRK M4" can be found from Marines in the single player campaign, such as the "Zip Tie" here.]]<br />
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]<br />
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs, a combination that is not possible in multiplayer.]]<br />
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the “FSS 14.5" Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16" barrel. This has been removed as of the Season 2 battlepass, and the XRK M4 now uses the standard “FSS 14.5" Tac Lite” handguard. MW2019 Season 3 however, allows the unique forend (from the "Zip Tie" blueprint) to be attached to this blueprint (as well as many others, including the default RO933) through the use of the Gunsmith Customs function.]]<br />
<br />
===M4A1 Carbine===<br />
The "Task Force" blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]'', though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.<br />
<br />
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. <br />
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]<br />
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".|600px]]<br />
[[File:MW2019MW2-M400.jpg|thumb|none|600px|Just like with the base gun, picking up/spawning with the rifle involves pulling the charging handle and checking the chamber...]]<br />
[[File:MW2019MW2-M401.jpg|thumb|none|600px|...then smacking the forward assist.]]<br />
[[File:MW2019MW2-M41.jpg|thumb|none|600px|Holding the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".]]<br />
[[File:MW2019MW2-M42.jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]]<br />
[[File:MW2019MW2-M45.jpg|thumb|none|600px|Performing a tactical reload. With Sleight of Hand the player drops simply drops the magazine. Also note the protruding magazine catch.]]<br />
[[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]]<br />
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.<br />
<br />
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.<br />
<br />
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous ''Call of Duty'' games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.<br />
<br />
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]<br />
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.]]<br />
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]<br />
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]<br />
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]<br />
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]<br />
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]<br />
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]<br />
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]<br />
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]<br />
<br />
===FAMAS Valorisé===<br />
The "Fractured Forces" and "Code Breaker" blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. <br />
<br />
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]<br />
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.]]<br />
[[File:MW Valorisé (1).jpg|thumb|none|600px|The "Fractured Forces" in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, but at least it's gold-plated now.]]<br />
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the "Code Breaker".]]<br />
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]<br />
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]<br />
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]<br />
<br />
===FAMAS G1===<br />
A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]].<br />
<br />
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]<br />
[[File:MW FAMAS G1.jpg|thumb|none|600px|A yet-unreleased FAMAS G1 blueprint in an intro screen to the armory.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the "Fractured" blueprint.]]<br />
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]]<br />
<br />
==FN FAL==<br />
The [[FN FAL]] is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.<br />
<br />
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely a hidden attachment or an entirely different weapon entity that was left in the singleplayer as an Easter Egg of sorts.<br />
<br />
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.<br />
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]<br />
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the barrel & muzzle]]<br />
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL "G Series" - 7.62x51mm NATO]]<br />
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]<br />
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]<br />
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games. Initially, the weapon was depicted with "E-S" selector markings, similarly to the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector markings have been changed to "S-F" after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.]]<br />
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]<br />
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]<br />
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]<br />
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]<br />
[[File:MW FAL (8).jpg|thumb|none|600px|The FAL with the "S-F" selector markings...]]<br />
[[File:MW FAL (9).jpg|thumb|none|600px|...while the "Beefeater" variant still has a gold-embossed "E-S" inscription.]]<br />
<br />
===FN FAL Paratrooper===<br />
The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.<br />
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]<br />
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]<br />
<br />
===DSA SA58 OSW===<br />
The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. <br />
[[File:DSA-SA-58-OSW.jpg |thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base "Smooth Dominator" FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]<br />
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]<br />
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]<br />
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]<br />
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.]]<br />
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]<br />
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.]]<br />
<br />
==FN SCAR-H==<br />
The [[SCAR-H]] appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "[[FN]]" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.<br />
<br />
The weapon is also seen in the "Poster" calling card in multiplayer.<br />
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which has no length of pull adjustment), the relocated pins, and the greatly elongated side rails.]]<br />
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.]]<br />
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]<br />
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]<br />
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]<br />
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:<br><br />
* Like the "M4A1", the magazine release is animated.<br><br />
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.<br><br />
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.<br><br />
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).<br><br />
* There are "FORGE TAC Arms USA" markings underneath the rear sight.]]<br />
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]<br />
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]<br />
[[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.]]<br />
[[File:MW SCAR Traitor.jpg|thumb|none|600px|"The Traitor" SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver. ]]<br />
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]<br />
<br />
===FN SSR===<br />
Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.<br />
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]<br />
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]<br />
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]<br />
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]<br />
<br />
===FN SCAR-SC===<br />
The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact [[FN SCAR-SC]], except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.<br />
[[File:FN SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]<br />
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|A SCAR-SC build in Gunsmith.]]<br />
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]<br />
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]<br />
<br />
==Heckler & Koch G36==<br />
The [[Heckler & Koch G36]] was added with the "Season One" content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.<br />
<br />
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.<br />
<br />
The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).<br />
<br />
The most notable trait of the "Necrosis" model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]<br />
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]<br />
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]<br />
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the "Holger-26". Note the chopped down front sight.]]<br />
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the "FORGE TAC" marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]<br />
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]<br />
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]<br />
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]<br />
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]<br />
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]<br />
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]<br />
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler & Koch G36 with low-profile scope rail - 5.56x45mm NATO]]<br />
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The "Necrosis" blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]<br />
[[File:MW G36 Guilded.jpg|thumb|none|600px|The "Gilded" G36 blueprint, which uses the normal-model stock.]]<br />
<br />
===Heckler & Koch G36KA4===<br />
The "XRK Ultralight" barrel attachment turns the weapon into a [[Heckler & Koch G36K|G36KA4]].<br />
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]<br />
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]<br />
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]<br />
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the "Necrosis" blueprint, showcasing the difference in receiver designs.]]<br />
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]<br />
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]<br />
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]<br />
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]<br />
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]<br />
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]<br />
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]<br />
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a "Necrosis" G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]<br />
<br />
===Heckler & Koch G36C===<br />
The “FTAC 8.98" Spitfire” attachment turns the gun into a [[Heckler & Koch G36C|G36C]].<br />
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]<br />
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]<br />
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired "Colonial Standard" G36C included in the "Earth Expeditionary Force" bundle, which also includes a Ripley-themed uniform for SAS character Charly. "Adios" is also from one of the film's M56 Smart Guns.]]<br />
<br />
==Heckler & Koch HK433==<br />
The [[Heckler & Koch HK433]] appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.<br />
<br />
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black".<br />
<br />
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler & Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).<br />
[[File:HK433.jpg|thumb|none|450px|Heckler & Koch HK433, third prototype - 5.56x45mm NATO]]<br />
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]<br />
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]<br />
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.]]<br />
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]<br />
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]<br />
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]<br />
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the "M27 IAR" from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]<br />
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]<br />
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]<br />
<br />
==IWI Galil ACE Hybrid==<br />
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.<br />
<br />
The "CR-56 EXO" attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.<br />
<br />
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.<br />
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15" barrel - 7.62x39mm]]<br />
[[File:ACE GAR51.jpg|thumb|none|450px|IWI US Galil ACE GAR51SBR - 7.62x51mm NATO]]<br />
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The Galil ACE with its default 11.8" barrel. The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]<br />
[[File:MW2019 GalilACE.jpg|thumb|none|600px|Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]<br />
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined "Hardhat" map from ''MW3.'' Note the non-standard top cover latch; the ACE series use a conventional AK-style push-button, while the in-game rifle instead uses a sheet-metal tab reminiscent of the [[RPK-16]], with the spot that the button would normally occupy being taken up by the fictional manufacturer's pentagonal logo.]]<br />
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE - though with a rear sight this wide, "pointing" might be a more appropriate verb.]]<br />
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine; the same pentagonal logo is visible here, as is a 3-position selector correctly set to "auto".]]<br />
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]<br />
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]<br />
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in "The Story So Far" trailer.]]<br />
[[File:ACE GAR39.jpg|thumb|none|450px|IWI US Galil ACE GAR39SBR - 7.62x39mm]]<br />
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3" Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]<br />
[[File:MW ACE The Divide.jpg|thumb|none|600px|"The Divide" Galil ACE with the GAR39SBR-like barrel and forend.]]<br />
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]<br />
[[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]]<br />
[[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.]]<br />
<br />
==IWI Tavor CTAR-21==<br />
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7". Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.<br />
<br />
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.<br />
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]<br />
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]<br />
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]<br />
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]<br />
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]<br />
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]<br />
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]<br />
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]<br />
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]<br />
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]<br />
<br />
===IWI Tavor TAR-21===<br />
The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.<br />
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the "Eclipse" barrel and other attachments.]]<br />
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The "Corrupter" TAR-21, which also features an even further-stylized chassis.]]<br />
<br />
==Karabiner 98k==<br />
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. <br />
<br />
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).<br />
<br />
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.<br />
<br />
During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.<br />
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]<br />
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]<br />
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]<br />
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]<br />
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]<br />
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]<br />
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]<br />
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]<br />
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]<br />
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]<br />
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]<br />
<br />
==M14==<br />
The [[M14]] appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.<br />
<br />
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. <br />
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]<br />
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the "FORGE TAC" markings.]]<br />
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]<br />
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in ''[[Medal of Honor: Warfighter]]''.]]<br />
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the "FSS Raider Chassis Elite".]]<br />
[[File:MW M14 (6).jpg|thumb|none|600px|Sleight-of-Hand reloading a customized EBR.]]<br />
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the "FSS Raider Chassis Pro".]]<br />
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]<br />
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]<br />
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The "Stay Frosty" M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]<br />
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]<br />
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]<br />
<br />
==Marlin Model 1895==<br />
The [[Marlin Model 1895]] appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.<br />
<br />
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.<br />
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]<br />
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]<br />
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]<br />
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]<br />
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]<br />
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]<br />
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]<br />
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]<br />
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]<br />
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]<br />
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The "Dust Trail" Marlin.]]<br />
<br />
==SIG-Sauer MCX VIRTUS SBR==<br />
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.<br />
<br />
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches, while the "Tempus Cyclone" gives the gun an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The "no stock" attachment normally just removes the stock, but on the "Radioactive" and "Cagefighter" blueprint it replaces it by a buffer tube.<br />
<br />
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.<br />
<br />
A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.<br />
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]<br />
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]<br />
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the "M13".]]<br />
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]<br />
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional "SOLOZERO Optics" manufacturer.]]<br />
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]<br />
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]<br />
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]<br />
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]<br />
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]<br />
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]<br />
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]<br />
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the "Marksman" barrel assembly, with a length somewhere between an MCX SBR's 14.5" barrel and an MCX Patrol's 16" barrel. The handguard is of fictional length; the number of M-LOK slots would suggest a 14.5" barrel, but the dimensions of the handguard are slightly larger than they are supposed to be.]]<br />
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX VIRTUS Patrol.]]<br />
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.]]<br />
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]<br />
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The "Short Stuff" MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's cam plate next to the bolt catch. This is also the case for many other blueprints such as the "Die Cast" and "Cagefighter".]]<br />
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]]<br />
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]<br />
<br />
==SIG SG 552==<br />
The [[SIG SG 552]] was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The "Envenom" and "Mother Lode" blueprints added in Season 5 give the base rifle a highly stylized appearance and use [[IMBEL IA2]]-style stocks. Additionally, the "Mother Lode" has stylised Diamondback iron sights.<br />
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]<br />
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]<br />
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]<br />
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]<br />
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]<br />
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have "22LR" written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the ".223 Rem." marking on the side of the upper receiver, which was changed to "5.56 NATO" sometime in 2020.]]<br />
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]<br />
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]<br />
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]<br />
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]]<br />
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.]]<br />
[[File:IMBEL IA2.jpg|thumb|none|450px|IMBEL IA2 - 5.56x45mm]]<br />
[[File:MW Mother Lode.jpg|thumb|none|600px|The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]]<br />
[[File:MW Envenom.jpg|thumb|none|600px|The "Envenom" blueprint, with an alternate default forend.]]<br />
<br />
===SIG SG 550===<br />
The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip gives it a resemblance to the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).<br />
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]<br />
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]<br />
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the rifle.]]<br />
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]<br />
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]<br />
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]<br />
<br />
===SIG SG 551===<br />
The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.<br />
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]<br />
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]<br />
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 build the Atlas Superstore.]]<br />
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]<br />
<br />
==Zastava M59/66==<br />
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.<br />
<br />
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.<br />
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]<br />
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.]]<br />
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]<br />
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]<br />
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]<br />
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]<br />
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]<br />
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock - 7.62x39mm]]<br />
[[File:MW SKS (12).jpg|thumb|none|600px|The "FTAC Hunter-Scout" stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]<br />
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]<br />
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]<br />
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]<br />
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]<br />
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]<br />
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]<br />
[[File:MWSKS-BayofPigs.jpg|thumb|none|600px|The "Bay of Pigs" variant which could be received during the [[Call of Duty: Black Ops Cold War|''Black Ops Cold War'']] reveal event in Warzone on August 26, 2020.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AX50==<br />
The [[Accuracy International AX50]] is featured in the game.<br />
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]<br />
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]<br />
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]<br />
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]<br />
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]<br />
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]<br />
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]<br />
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]<br />
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]<br />
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the "Corpse Maker" variant.]]<br />
<br />
==Barrett XM109==<br />
The [[Barrett XM109]] was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".<br />
<br />
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer "FTAC Seven Straight" barrel which, when combined with the Tank Brake and with ''not'' using the 25mm grenade ammo, makes it a [[Barrett M82A3]]-like build (though with only five-round mags instead of ten).<br />
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]<br />
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]<br />
[[File:MW2019 XM109.jpg|thumb|none|600px|The base "Rytec AMR" in Gunsmith.]]<br />
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]<br />
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the "Scrapyard" map recreated from ''MW2''.]]<br />
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]<br />
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]<br />
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]<br />
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]<br />
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the "Rytec" advertisers probably didn't have in mind.]]<br />
[[File:M82A1 OldSpec.JPG|thumb|none|500px|Original/Early Specification Barrett M82 - .50 BMG]]<br />
[[File:Barrett M82A3.jpg|thumb|none|500px|Barrett M82A3 - .50 BMG]]<br />
[[File:MW M82.jpg|thumb|none|600px|The AMR with the early Barrett style "XRK Mastodon" stock, bipod, and the "XRK Tank Brake" and "FTAC Seven Straight" modifications.]]<br />
<br />
=="HDR"==<br />
The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. The magwell and a few parts of the receiver appear to be similar to the [[Victrix Corvus]], and the pistol grip is inspired by the Stark Equipment grips. The KeyMod handguard resembles that of the SKAT GM-200, and its lower part is reminiscent of a [[PGM Mini-Hecate]]'s handguard. The weapon is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series.<br />
<br />
An altered version featuring a different receiver and handguard, as well as a skeletonized wooden thumbhole stock, is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart uses 12.7x108mm ammunition.<br />
<br />
A unique "Grassy Knoll" variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called "Hadir's Right Hand".<br />
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]<br />
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]<br />
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]<br />
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The "HDR" in Gunsmith.]]<br />
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the "HDR" - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]<br />
[[File:MW HDR (2).jpg|thumb|none|600px|The basic "HDR" in-game.]]<br />
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]<br />
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]<br />
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]<br />
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]<br />
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an "HDR" in the multiplayer trailer.]]<br />
[[File:MW HDR Gunsmith.jpg|thumb|none|600px|A Gunsmith preview of "Hadir's Right Hand". The "FTAC Champion" stock appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]]<br />
[[File:MW HDR (7).jpg|thumb|none|600px|"Hadir's Right Hand" in multiplayer.]]<br />
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style - note the different style of receiver and forend.]]<br />
<br />
==M24 SWS==<br />
The [[M24 SWS]] was added in Season 6 as the "SP-R 208", under the marksman rifles class. It is fitted with a trigger guard & paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 [[Remington 700 SPS|SPS]] / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the [[Remington Model 7]].<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW M24 Gunsmith.jpg|thumb|none|600px|The default "SP-R 208" in Gunsmith.]]<br />
[[File:MW M24 (1).jpg|thumb|none|600px|Spawning in with the M24 rifle shows the first round being chambered.]]<br />
[[File:MW M24 (2).jpg|thumb|none|600px|The scopeless M24 in idle.]]<br />
[[File:MW M24 (3).jpg|thumb|none|600px|Using the rail-affixed sights.]]<br />
[[File:MW M24 (4).jpg|thumb|none|600px|The character swaps out the rifle's magazines with his dominant hand.]]<br />
[[File:MW M24 (5).jpg|thumb|none|600px|Opening up the action and ejecting the last casing on an empty reload.]]<br />
[[File:MW M24 (6).jpg|thumb|none|600px|The spent mag is tossed aside before loading in a new one and chambering the rifle.]]<br />
[[File:MW M24 (7).jpg|thumb|none|600px|Meleeing with the M24.]]<br />
[[File:MW M24 (8).jpg|thumb|none|600px|The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the "XRK SP-TAC 208 Ultimate" chassis.]]<br />
[[File:MW M24 .300NM.jpg|thumb|none|600px|Inspecting a .300 Norma Magnum rifle set in the "ZLR SP-R Overseer" chassis and with the "Sloan KR-800 DeadEye" bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.]]<br />
[[File:MW M24 .338LM.jpg|thumb|none|600px|Previewing an M24 in .338 Lapua Magnum in the "XRK SP-LITE 208 Blitz" stock chassis and the "Sloan KR-600 Feather" bolt.]]<br />
[[File:MW M24 Gunsmith (2).jpg|thumb|none|600px|The "FSS Virtuoso Pro" stock as seen in Gunsmith.]]<br />
<br />
==SVD Dragunov==<br />
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.<br />
<br />
The "skeleton stock" attachment gives it an [[SVDS]]-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.<br />
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]<br />
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the "Euphrates Bridge" level.]]<br />
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]<br />
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]<br />
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]<br />
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]<br />
[[File:Modernwarfare2019allisvd1.jpg|thumb|none|600px|A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has "MADE IN BELARUS" written on it and is erroneously marked as a POSP in Cyrillic.]]<br />
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]<br />
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]<br />
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]<br />
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the "Plague Sore" Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]<br />
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]<br />
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the "Plague Sore". The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]<br />
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops.<br />
<br />
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]<br />
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]<br />
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|"Aiming" the Minigun.]]<br />
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]<br />
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]<br />
[[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]]<br />
[[File:MW19 Sentrygun (2).jpg|thumb|none|600px|Left side of the automated M134.]]<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to ''Modern Warfare Remastered'''s multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.<br />
<br />
A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.<br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]<br />
[[File:MW2019 M249.jpg|thumb|none|600px|The "Bruen Mk9" in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]<br />
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]<br />
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]<br />
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]<br />
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]<br />
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]<br />
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]<br />
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]<br />
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]<br />
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]<br />
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]<br />
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]<br />
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]<br />
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]<br />
<br />
==Heckler & Koch MG5==<br />
The [[Heckler & Koch MG5]] appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].<br />
<br />
Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the [[Knight's Armament LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.<br />
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler & Koch MG5 - 7.62x51mm NATO]]<br />
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&K MG5 with the aid of the carry handle.]]<br />
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]<br />
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]<br />
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]<br />
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]<br />
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]<br />
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]<br />
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The "Old Wounds" MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]<br />
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the "Hazard" blueprint.]]<br />
[[File:MW MG5 (9).jpg|thumb|none|600px|The "Warhead" MG5 blueprint in-game; a reward for reaching max rank in the first season.]]<br />
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]<br />
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]<br />
<br />
===Heckler & Koch MG5 A2===<br />
The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called "M91 Infantry".<br />
[[File:MG5 A2.jpg|thumb|none|450px|Heckler & Koch MG5 A2 - 7.62x51mm NATO]]<br />
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the "M91 Special Forces" barrel, converting it into the A2.]]<br />
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the "Ruby Rampage".]]<br />
<br />
==Knight's Armament LAMG==<br />
The [[Knight's Armament LAMG]] itself was added during Season 5, under the name "FiNN LMG". As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.<br />
<br />
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the [[KAC ChainSAW]], via the "XRK ChainSAW" attachment. The "XRK M309 Forward Assault" stock is also similar to the older KAC LMG's tubular stock.<br />
<br />
The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.<br />
<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW2019 KACLMG.jpg|thumb|none|600px|The KAC LAMG in Gunsmith, unmodified.]]<br />
[[File:MW2019 KACLMG2.jpg|thumb|none|600px]]<br />
[[File:MW LAMG (1).jpg|thumb|none|600px|Raines with the LAMG in-game.]]<br />
[[File:MW LAMG (2).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW LAMG (3).jpg|thumb|none|600px|Pulling the charging handle from empty.]]<br />
[[File:MW LAMG (4).jpg|thumb|none|600px|Removing the empty belt box.]]<br />
[[File:MW LAMG (5).jpg|thumb|none|600px|Feeding in new links of regular 5.56.]]<br />
[[File:MW LAMG (6).jpg|thumb|none|600px|Closing the LAMG's top cover.]]<br />
[[File:MW LAMG (7).jpg|thumb|none|600px|Thumping a crate with the LAMG.]]<br />
[[File:MW2019 KACLAMGinspect.jpg|thumb|none|600px|The "FiNN" equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.]]<br />
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]<br />
[[File:MW LAMG ChainSAW (1).jpg|thumb|none|600px|The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.]]<br />
[[File:MW LAMG ChainSAW (2).jpg|thumb|none|600px|Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.]]<br />
<br />
==L86A1==<br />
The [[L86A1]] is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.<br />
<br />
It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].<br />
<br />
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]<br />
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]<br />
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]<br />
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]<br />
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]<br />
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]<br />
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]<br />
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]<br />
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]<br />
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]<br />
<br />
===L85A1===<br />
The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.<br />
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]<br />
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]<br />
<br />
==MG34==<br />
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.<br />
<br />
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.<br />
<br />
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".<br />
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]<br />
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]<br />
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]<br />
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]<br />
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]<br />
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]<br />
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]<br />
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.]]<br />
<br />
==PKM==<br />
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.<br />
<br />
The "25.9" heavy barrel" attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.<br />
<br />
Various blueprints such as the "Standard Issue", "Bludgeoner" and "Game Over" are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.<br />
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]<br />
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]<br />
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]<br />
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character does an unnecessary pull of the charging handle before opening the feed tray cover.]]<br />
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier should actually be locked back (with a round ready to be chambered dropped inside the gun), and needs to be dropped forwards before the new belt can be loaded.]]<br />
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]<br />
[[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.]]<br />
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]<br />
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.]]<br />
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]<br />
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]<br />
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]<br />
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The 2020 prototype of the [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The "RAAL" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]]<br />
[[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]]<br />
[[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in "Killhouse".]]<br />
[[File:SIGMG338MW19 ADS.jpg|thumb|none|600px|Looking down the iron sights.]]<br />
[[File:SIGMG338MW19 inspect1.jpg|thumb|none|600px|Inspecting the machine gun involves checking the feed tray.]]<br />
[[File:SIGMG338MW19 inspect2.jpg|thumb|none|600px|Then flipping the gun on its side and taking in the chunky FDE magnificence. Note the "ZLR" manufacturer marking.]]<br />
[[File:SIGMG338MW19 inspect3.jpg|thumb|none|600px|Checking the ejection port and charging handle.]]<br />
[[File:SIGMG338MW19 reload1.jpg|thumb|none|600px|Reloading from empty involves racking the charging handle.]]<br />
[[File:SIGMG338MW19 reload2.jpg|thumb|none|600px|Clearing the feed tray of stray links.]]<br />
[[File:SIGMG338MW19 reload3.jpg|thumb|none|600px|Replacing the ammunition box.]]<br />
[[File:SIGMG338MW19 reload4.jpg|thumb|none|600px|Then closing the unique side folding top cover.]]<br />
<br />
=Launchers=<br />
==Carl Gustaf M4==<br />
The [[Carl Gustaf M4]] appears as the "Strela-P" (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.<br />
<br />
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]<br />
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]<br />
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]<br />
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]<br />
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]<br />
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]<br />
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]<br />
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]<br />
<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin]] appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.<br />
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]<br />
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]<br />
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]<br />
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]<br />
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]<br />
<br />
==FN 40GL==<br />
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).<br />
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]<br />
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]<br />
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]<br />
[[File:MW FN 40GL (3).jpg|thumb|none|600px|"Aiming", which really just zooms in.]]<br />
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]<br />
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]<br />
<br />
==GP-25==<br />
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]<br />
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]<br />
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]<br />
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]<br />
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher can be attached to many of the other weapons in the "assault rifles" category.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike; as with the GP-25 above, the flip-up grenade launcher leaf sight associated with this particular barrel option is never used for its intended purpose.]]<br />
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]<br />
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]<br />
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]<br />
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]]<br />
<br />
===Madbull XM203===<br />
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|450px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The fictional launcher attached to a Tavor. [[Call of Duty: Modern Warfare 2#IMI Tavor TAR-21|10 years, and they still haven't learned...]]]]<br />
[[File:MW XM203 (1).jpg|thumb|none|600px|The "M203" affixed to a "Grau 5.56"; like most of the game's UBGLs, it lacks sights of any sort.]]<br />
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW XM203 (3).jpg|thumb|none|600px|The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.]]<br />
<br />
==Milkor Mark 14==<br />
The [[Milkor Mark 14]] appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected.<br />
<br />
Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.<br />
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]<br />
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in "Proxy War".]]<br />
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]<br />
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.]]<br />
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]<br />
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is featured in the game.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]<br />
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]<br />
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.]]<br />
<br />
==SA-25==<br />
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the "PILA" (plural form of ''pilum'', a type of Roman javelin; it also means "saw" in Russian). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional "FSS" company branding on the gripstock housing.]]<br />
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]<br />
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]<br />
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
The "Flash Grenade" in multiplayer is a [[Model 7290 flashbang grenade]].<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]<br />
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]<br />
<br />
==Mk.V CN Gas Grenade==<br />
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the "Gas Grenade".<br />
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]<br />
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]<br />
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]<br />
<br />
==M18 Smoke Grenade==<br />
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.<br />
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]<br />
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]<br />
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 Hand Grenade]] is featured in the game.<br />
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]<br />
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]<br />
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]<br />
<br />
==M18A1 Claymore==<br />
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.<br />
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]<br />
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]<br />
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]<br />
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]<br />
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]<br />
<br />
==M84 Stun Grenade==<br />
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the "Stun Grenade".<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]<br />
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]<br />
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]<br />
<br />
==Hybrid Bouncing Mine==<br />
The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.<br />
[[File:MW VS Mine (1).jpg|thumb|none|600px|The "Proximity Mine" in the loadout menu.]]<br />
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]<br />
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]<br />
<br />
=="Thermite"==<br />
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from ''Titanfall 2'', a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.<br />
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]<br />
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]<br />
<br />
==RGD-5==<br />
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.<br />
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]<br />
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]<br />
<br />
==RGO Fragmentation Grenade==<br />
The "Hidden" uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.<br />
[[File:RGO.jpg|thumb|none|450px|RGO frag grenade]]<br />
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]<br />
<br />
==M26 hand grenade==<br />
What appears to be [[M26 hand grenade]]s are seen in the background of the player skin overview in multiplayer.<br />
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]<br />
<br />
=Emplaced/Mounted Weapons=<br />
==AGM-114 Hellfire==<br />
The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the Cruise Missile killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires.<br />
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]<br />
[[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]]<br />
<br />
==AGS-17==<br />
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.<br />
[[File:Ags17.jpg|thumb|none|400px|AGS-17 "Plamya" on tripod - 30x29mm]]<br />
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.]]<br />
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance "Wheelson" in a multiplayer match.]]<br />
<br />
==Browning M2HB==<br />
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.<br />
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]<br />
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]<br />
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]<br />
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]<br />
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]<br />
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]<br />
<br />
==Bofors 40mm==<br />
The "Gunship" killstreak in multiplayer has a [[Bofors 40mm]] cannon.<br />
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.]]<br />
<br />
==Bushmaster M242 Chaingun==<br />
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/"IAV" armored vehicles in the game.<br />
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]<br />
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the "Euphrates River" multiplayer level.]]<br />
<br />
==General Electric GAU-8/A Avenger==<br />
The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.<br />
[[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]<br />
[[File:MW19 A-10C.jpg|thumb|none|600px|A cropped image of the "Precision Airstrike" background art - the in-game screen covers the GAU-8 a bit with the description text. The A-10's loadout also includes four AGM-65 Maverick air-to-surface missiles, four AIM-9 Sidewinder air-to-air missiles, and 14 Hydra 70 rockets in LAU-68 rocket pods.]]<br />
<br />
==General Dynamics M197 Vulcan==<br />
The [[M197 Vulcan]] is affixed to the VTOL jumpjet in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.<br />
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]<br />
[[File:MW VTOL M197.jpg|thumb|none|600px|An Allegiance psuedo-AV-8B armed with the Vulcan turret over the Karst River Quarry. The Allegiance version has a Sukhoi "Flanker"-like splinter paint scheme. Also note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]]<br />
[[File:MW AV-8B.jpg|thumb|none|600px|A damaged Coalition VTOL jet with its M197 aimed downwards. Note the low quality model of the cannon shows it only with two barrels. Note also that the vectored thrust nozzles are pointed towards the aft, despite hovering in place.]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
A stylized Sukhoi Su-25 "Frogfoot" appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons can be seen mounted in the nose cone.<br />
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
[[File:MW Su-25.jpg|thumb|none|600px|The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor "eyes" seen below the cockpit, and a short pair of canards are also present just below them.]]<br />
<br />
==Hell Cannon==<br />
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.<br />
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real "Hell Cannon" found in Aleppo, Syria.]]<br />
[[File:codmw hellcannon.jpg|thumb|none|600px|The "Hell Cannon" with some of its peculiar warheads.]]<br />
<br />
==KPVT==<br />
A [[KPV heavy machine gun|KPVT]] can be found in the "Azhir Cave" multiplayer map.<br />
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]<br />
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]<br />
<br />
==M29 Mortar==<br />
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".<br />
[[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]]<br />
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]<br />
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]<br />
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]<br />
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]<br />
<br />
==M102 105mm Howitzer==<br />
The "Gunship" killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon.<br />
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]]<br />
<br />
==M230 Chain Gun==<br />
AH-64D Apache Longbow helicopters that appear in "Proxy War" and in multiplayer as the classic "Chopper Gunner" killstreak have usable [[M230 Chain Gun]] autocannons. Apaches also appear in the "Hunting Party" mission.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==Mk 47 Mod 0==<br />
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.<br />
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]<br />
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]<br />
<br />
=Other=<br />
==BGM-71 TOW==<br />
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.<br />
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]<br />
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the "That Should Do" quote. Note the scoped AR seen on the right.]]<br />
<br />
==Hybrid Reverse Draw Crossbow==<br />
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.<br />
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]<br />
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]<br />
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
==M79 grenade launcher==<br />
Frank Woods' character model that was released as a pre-order reward for ''[[Call of Duty: Black Ops Cold War]]'' has an unusable sawn-off [[M79 grenade launcher]] in a holster on his left side.<br />
[[File:US M79 sawed off with 2 hornets nest rounds & a 40mm 12g adapter round.jpg|thumb|none|400px|'''Airsoft''' CAW M79 sawed off with 3 airsoft grenades.]]<br />
[[File:MW19 M79 Woods.jpg|thumb|none|600px|The M79 "Pirate Pistol" in Woods' holster.]]<br />
<br />
==MG42==<br />
Either an [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.<br />
[[File:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]<br />
[[File:MW MG 42.jpg|thumb|none|600px|The MG42 lying on the ground. It appears to be reusing the Black Ops III model rather than the WWII one due to the distinctive bipod.]]<br />
<br />
==Taser X26==<br />
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.<br />
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]<br />
[[File:MW Taser.jpg|thumb|none|600px|]]<br />
<br />
=Unusable Weapons=<br />
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.<br />
<br />
==Beretta 92==<br />
An early model of the [[Beretta 92]] is seen in the promotional image for "The Bodyguard" customization pack for Domino.<br />
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]<br />
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.]]<br />
<br />
==Remington 1875==<br />
The playercard "Big Iron" shows a cowboy gunslinger with a [[Remington 1875]].<br />
[[File:Rem1875.jpg|thumb|none|400px|Remington 1875 - .45 Long Colt.]]<br />
[[File:MW Big Iron.jpg|thumb|none|600px|]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The playercard "Dry Heat" shows the silhouette of a proper [[Heckler & Koch MP7A1]].<br />
[[File:H&K MP71A1.jpg|thumb|none|400px|Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm]]<br />
[[File:MW MP7A1.jpg|thumb|none|600px|]]<br />
<br />
==Daniel Defense DDM4V7S==<br />
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.<br />
[[File:DDM4V7S.jpg|thumb|none|450px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]<br />
[[File:MW DD Mk18.jpg|thumb|none|600px|]]<br />
<br />
==Desert Tech MDR==<br />
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. <br />
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]<br />
[[File:MW MDR Menu.jpg|thumb|none|439px|]]<br />
<br />
==Noveske-style rifle==<br />
What appears to be a [[Noveske Rifleworks rifle series|Noveske]]-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.<br />
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]<br />
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]<br />
<br />
==Mk 46 Mod 0==<br />
The [[Mk 46 Mod 0]] is seen in a promotional artwork.<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]<br />
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]<br />
<br />
==Accuracy International AXMC==<br />
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.<br />
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum]]<br />
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:MW_AA12_DrumReloadFast2.jpeg&diff=1564354File:MW AA12 DrumReloadFast2.jpeg2023-03-18T11:44:17Z<p>Fine cuisine: {{SS}}</p>
<hr />
<div>== Summary ==<br />
{{SS}}</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:MW_AA12_DrumReloadFast1.jpeg&diff=1564353File:MW AA12 DrumReloadFast1.jpeg2023-03-18T11:44:02Z<p>Fine cuisine: {{SS}}</p>
<hr />
<div>== Summary ==<br />
{{SS}}</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:MW_AA12_DrumReload2.jpeg&diff=1564352File:MW AA12 DrumReload2.jpeg2023-03-18T11:43:44Z<p>Fine cuisine: {{SS}}</p>
<hr />
<div>== Summary ==<br />
{{SS}}</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:MW_AA12_DrumReload1.jpeg&diff=1564351File:MW AA12 DrumReload1.jpeg2023-03-18T11:43:27Z<p>Fine cuisine: {{SS}}</p>
<hr />
<div>== Summary ==<br />
{{SS}}</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:MW_AA12_DrumInspect.jpeg&diff=1564350File:MW AA12 DrumInspect.jpeg2023-03-18T11:43:01Z<p>Fine cuisine: {{SS}}</p>
<hr />
<div>== Summary ==<br />
{{SS}}</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Squad&diff=1554856Squad2023-02-09T11:06:37Z<p>Fine cuisine: /* SIG-Sauer M17 MHS */ oops</p>
<hr />
<div>{{Infobox Video Game|{{PAGENAME}}<br />
|name=Squad<br />
|picture=Squadlogo_black_hires.jpg<br />
|date=December 15, 2015 (Early Access) September 23, 2020 (Official Release)<br />
|developer=Offworld Industries<br />
|publisher=Offworld Industries<br />
|platforms=PC<br />
|genre=First-Person Shooter<br />
}}<br />
<br />
'''''Squad''''' is a PC exclusive tactical team-based first-person shooter video game set in the modern day, developed by Offworld Industries. The [http://joinsquad.com/faq stated goal] of ''Squad'' is to create a "tactical first person shooter built around teamwork and cooperation". It is a spiritual successor to the award-winning ''[[Project Reality]]'' modification for ''[[Battlefield 2]]'', with many of the former mod creators forming Offworld Industries. Development of the game was announced in October 2014; the main game was developed from 2015 and finally released in 2020. It was originally available as a Steam Early Access title. The developers intend on continuing support and development of the game with additional factions, weapons, vehicles, and levels.<br />
<br />
There are two historical set titles derived from ''Squad'''s "OWI Core" UE4 framework, the WWII-set ''[[Post Scriptum]]'' (released in 2018) and the WWI-set ''[[Beyond The Wire]]'', released in Early Access in 2021.<br />
{{VG Title}} <br />
__TOC__<br clear="all"><br />
<br />
=Overview=<br />
''Squad'' simulates engagements across many different theaters involving the US Army, Ground Forces of the Russian Federation, British Army, Canadian Army, Insurgents, and the Irregular Militia Forces (referred to as "Militia" for brevity). The official V1.0 release in 2020 introduced the Middle Eastern Alliance (MEA), a spiritual successor to ''PR'''s MEC, based on the Iranian and Turkish armed forces. The Australian Defence Force has also been brought into the game with the V2.15 update. The V3.0 update brought the United States Marine Corps into the mix, along with new amphibious gameplay elements. In a game of ''Squad'', players select their squads and their roles, with each role receiving a specific kit of weapons and equipment. Specialist kits may either have squad-level or team-wide role limitations, and may only be made available when the squad (and team) has reached a minimum size. The roles in ''Squad'' are:<br />
<br />
*Squad/Cell Leader, the head of the squad with the ability to place rally points, forward operating bases (FOBs) and deployables.<br />
*Rifleman/Fighter, who is equipped with a standard loadout for general purpose combat.<br />
*Automatic Rifleman, who is equipped with a light machine gun for providing direct fire support and suppression.<br />
*Machine Gunner, who is equipped with a medium machine gun to provide sustained medium to long range direct fire support and suppression.<br />
*Medic, who is capable of reviving and healing incapacitated/wounded teammates.<br />
*Lead Crewman, who is almost similar to the crewman below, but is also capable of deploying rally points, FOBs and deployables.<br />
*Crewman, who is given a stripped-down loadout for self-defense, and is capable of operating heavier vehicles.<br />
*Grenadier, who is capable of providing indirect fire support with launched grenades and marking targets with smoke grenades.<br />
*Light Anti Tank, who is equipped with rocket launchers to eliminate light vehicles and entrenched enemies.<br />
*Heavy Anti Tank, who is equipped with anti-tank rocket launchers to eliminate heavily armored vehicles.<br />
*Marksman, who is issued a marksman rifle equipped with a medium or high powered optic for medium to long range direct fire support.<br />
*Raider, who is equipped with a submachine gun and grenades for close quarter combat.<br />
*Sapper (formerly Scout), who is equipped with binoculars, mines, TNTs and IEDs for scouting enemy positions and explosives for setting up ambushes.<br />
*Combat Engineer, who is equipped with anti-tank mines and C4 for sabotage behind enemy lines.<br />
<br />
Reserve ammunition is tracked in individual magazines, and reloading while partially empty will return the magazine to the player's inventory. The player's lower body is fully visible in first person by looking down. Most weapon-related actions in ''Squad'' are fully animated with full arm animations, such as reloading, zeroing, switching fire mode, etc, though currently weapons only have one idle state form. This results in the animated zeroing immediately moving back to the default zeroing form when not aiming down sights, and having the fire mode switch animation be largely for show; one animation will be used for all setting changes, and the selector will pop back to default setting after the end of the animation, returning the weapon to its idle state form, regardless of the actual setting in gameplay.<br />
<br />
Zeroing in ''Squad'' closely simulates reality, with animated zeroing adjustments and ranging options that reflect the ranging options on the sights of the real weapons. Changing the zeroing (or ranging) is done via holding down the ranging button (default: X) and using the scroll wheel to change the range. Once the ranging button is released at the desired distance, the game will follow suit and adjust the weapon's sights to the selected range.<br />
<br />
To better demonstrate the weapons, many screenshots on this page are taken while looking downwards using freelook, which rotates the first-person camera (i.e. the player character's head) without moving or rotating the player character's body.<br />
<br />
=Pistols=<br />
==SIG-Sauer M17 MHS==<br />
An actual [[SIG-Sauer M17 MHS]] appears as the "M17 Modular Handgun System", replacing the P320 model that was masquerading as an M17 as of the v4.2 update. It is available to all US Army kits, and feeds from 17-round box magazines. <br />
<br />
v4.2 has also updated its reload animations; the character now performs a rather poorly animated retention reload as opposed to reloading in a more conventional style as seen on other pistols in the game.<br />
<br />
[[File:SIG-P320-FS-MHS.jpg|thumb|none|350px|XM17 MHS with 21-round magazine - 9x19mm]]<br />
[[file:Squad M17.jpg|thumb|none|600px|The SIG-Sauer P320 in first person - the two-tone finish and lack of a manual safety ominously warns the player that the US Army may have messed up their Amazon order.]]<br />
[[file:Squad M17 ADS.jpg|thumb|none|600px|Aiming down the sights as the player coaxes a target into giving him lunch money.]]<br />
[[file:Squad ADS Reload.jpg|thumb|none|600px|Having brutally killed said target and his two friends, he reloads his empty P320 - note the tilted barrel, a nice touch that often goes unnoticed in many titles.]]<br />
[[File:Squad P320 (1).jpg|thumb|none|600px|An Army Squad Leader with his updated almost-M17. It's still missing the manual safety.]]<br />
[[File:Squad P320 (2).jpg|thumb|none|600px|Aiming with the recolored sights.]]<br />
[[File:Squad P320 (3).jpg|thumb|none|600px|Reloading - about to insert another 17 rounder magazine.]]<br />
[[File:Squad P320 (4).jpg|thumb|none|600px|The slide dropping forward, with the baseplate just barely visible.]]<br />
<br />
==Beretta M9A1== <br />
The [[Beretta M9A1]] appears in ''Squad'' as the "M9A1 Beretta". It feeds from 15-round box magazines and was available to all US Army classes save for the squad leader, rifleman, grenadier, light anti-tank, heavy anti-tank and combat engineer. As of the V3.0 update, it is now only issued to the USMC and is no longer available to the Army.<br />
<br />
While not visible in the current reload animations, the magazine markings read ''MAS CAL 9 PARA'' / ''FABRIQUE SOUS LICENSE BERETTA'' ("manufactured under a Beretta license"), making it a [[Beretta 92 pistol series#PAMAS G1|PAMAS G1]] magazine (French copy of the Beretta 92FS).<br />
[[file:BerettaM9A1.jpg|thumb|none|350px|Beretta M9A1 - 9x19mm]]<br />
[[file:Squad m9a1 hold.jpg|thumb|none|600px|The Beretta M9A1 in first person.]] <br />
[[file:Squad_m9a1_sights.jpg|thumb|none|600px|Aiming down the sights.]] <br />
[[file:Squad_m9a1_reload.jpg|thumb|none|600px|Reloading the M9A1.]]<br />
<br />
==MP-443==<br />
The [[MP-443 Grach|MP-443]] Grach is the standard side-arm of the Russian Ground Forces. It is available to all classes except the rifleman, grenadier, light and heavy anti-tank, and feeds from 18-round box magazines. As with the [[Squad#Beretta M9A1|M9A1]], the marksman, crewman and lead crewman get an extra magazine each.<br />
[[file:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]<br />
[[file:Squad mp443 hold.jpg|thumb|none|600px|The MP-443 in first person.]] <br />
[[file:Squad_mp443_sights.jpg|thumb|none|600px|Aiming down the sights.]] <br />
[[file:Squad_mp443_reload.jpg|thumb|none|600px|Reloading the MP-443.]]<br />
<br />
==Glock 17==<br />
The [[Glock 17]] appears in ''Squad'' under the British Designation of "L131A1 General Service Pistol". It is available to all classes except the rifleman, grenadier, light and heavy anti-tank, and feeds from 17-round box magazines. Like the [[Squad#Beretta M9A1|M9A1]] and [[Squad#MP-443 Grach|MP-443 Grach]], the marksman, crewman and lead crewman each get an extra magazine.<br />
[[file:Glock-17Gen4.jpg|thumb|none|350px|Glock 17 Gen 4, the variant adopted by the British Armed Forces - 9x19mm]]<br />
[[file:Squad l131a1 hold.jpg|thumb|none|600px|Holding the L131A1.]]<br />
[[file:Squad l131a1 aim.jpg|thumb|none|600px|Aiming down the sights.]] <br />
[[file:Squad l131a1 reload.jpg|thumb|none|600px|Reloading the L131A1 - the barrel does not tilt upward even though it should.]]<br />
<br />
==Tokarev TT-33==<br />
The [[Tokarev TT-33]] appears in ''Squad'' as the "TT33 Tokarev". It is available to the Insurgent and Militia cell/squad leaders, medics and marksmen, and feeds from 8-round box magazines. Like the [[Squad#Makarov PM|PM]], it comes with more magazines than the other pistols to compensate for its smaller magazine capacity. It packs the biggest punch of all the pistols in the game, owing to its calibre. It is textured with painted stars on both grips. The markings on the TT-33 erroneously claim a production year of 1938, despite being modeled after the post-1947 variant.<br />
<br />
[[file:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]<br />
[[file:Squad tt33 hold.jpg|thumb|none|600px|The Tokarev TT-33 in first person.]]<br />
[[file:Squad TT-33 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad TT-33 Grips.jpg|thumb|none|600px|Reloading the TT-33 - note the painted star on the grips.]]<br />
[[file:Squad TT-33 Reload.jpg|thumb|none|600px|Releasing the slide.]]<br />
<br />
==Makarov PM== <br />
The [[Makarov PM]] appears in ''Squad'' as the "PM Makarov", following OWI's tradition of naming pistols backwards. It is available to all Insurgent and Militia classes except the cell/squad leader, medic, marksman, light and heavy anti-tank. Like the [[Squad#Tokarev TT-33|TT-33]], it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.<br />
[[file:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]<br />
[[file:Squad pm hold.jpg|thumb|none|600px|The Makarov PM in first person.]]<br />
[[file:Squad_makarov_sights.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad_makarov_reload2.jpg|thumb|none|600px|Reloading the PM.]]<br />
[[file:Squad pm reload2.jpg|thumb|none|600px|Releasing the slide.]]<br />
<br />
==Browning Hi-Power==<br />
The [[Inglis Hi-Power]] is available to all classes of the Canadian Army (except for the Combat Engineer) added in the Alpha 15.3 update. It appears as the "Hi-Power Pistol". An older model [[Browning Hi-Power]] with wood grips and a tangent rear sight appears as the standard sidearm of the MEA (Middle Eastern Alliance) faction added in the v1.0 update. The Australian Defence Force with the V2.15 update also uses the Hi-Power, this time the Mark III variant, under the "Hi-Power MK3" moniker.<br />
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]<br />
[[File:Squad Hi-Power (1).jpg|thumb|none|600px|Drawing the Inglis HP out in a rocky part of Goose Bay.]]<br />
[[File:SquadHiPower.jpg|thumb|none|600px|Far in the cold white north, a Canuck reveals his Hi-Power.]]<br />
[[File:SquadHiPowersights.jpg|thumb|none|600px|We don't even get three dots this time around. Lame.]]<br />
[[File:SquadHiPowerreload.jpg|thumb|none|600px|Still, nice to have a Hi-Power regardless. Reloading is fairly typical. Remove old mag, show the kids at home the fresh new mag...]]<br />
[[File:SquadHiPowerreload2.jpg|thumb|none|600px|Before hitting the slide release. The Hi-Power reuses the M9A1's animations, even including a non-existent decocker safety for unequipping the gun.]]<br />
[[File:Browning-HP-P35.jpg|thumb|none|350px|FN P-35 - 9x19mm]]<br />
[[File:SquadOldHiPower.jpg|thumb|none|600px|Paying tribute to the sky, we are gifted with a lovely vintage Hi-Power.]]<br />
[[File:SquadOldHiPowerSights.jpg|thumb|none|600px|Aiming down the sights, the big and chunky 1930's tangent sights. They can be rather optimistically dialed out to 500 meters.]]<br />
[[File:SquadOldHiPowerReload.jpg|thumb|none|600px|Although as repayment for this new model...]]<br />
[[File:SquadOldHiPowerReload2.jpg|thumb|none|600px|We use the same default animations. A small price to pay.]]<br />
[[Image:HiPowerMk3.jpg|thumb|none|350px|Commercial Browning Hi-Power Mark III - 9x19mm]]<br />
[[File:Squad BHP MkIII (1).jpg|thumb|none|600px|An Australian holds his Self Loading Pistol on a hostile water jug.]]<br />
[[File:Squad BHP MkIII (2).jpg|thumb|none|600px|Aiming shows some newer illuminated sights, although its still a rather old sidearm given the ADF's much more modern primary weapons.]]<br />
[[File:Squad BHP MkIII (3).jpg|thumb|none|600px|Reloading the Mark III with the game's standard pistol reload after putting some holes in the plastic jug.]]<br />
<br />
==QSZ-92==<br />
V4.0's update introduces the [[QSZ-92]] as the People's Liberation Army standard sidearm.<br />
[[File:11 qsz-92-5 Main.jpg|thumb|350px|none|QSZ-92-5.8 - 5.8x21mm DAP92]]<br />
[[File:Squad QSZ-92 (1).jpg|thumb|none|600px|A Chinese Squad Leader draws his QSZ-92 along the harbor.]]<br />
[[File:Squad QSZ-92 (2).jpg|thumb|none|600px|The QSZ's sights.]]<br />
[[File:Squad QSZ-92 (3).jpg|thumb|none|600px|It reloads in ''Squad'''s typical fashion. The cartridges along the magazine's window appear to be mere 2D textures.]]<br />
[[File:Squad QSZ-92 (4).jpg|thumb|none|600px|Chambering the QSZ.]]<br />
<br />
=Submachine Guns=<br />
==PPSh-41== <br />
The [[PPSh-41]] is available exclusively to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has access to 4 of the former and 2 of the latter, and may switch between them at his own discretion (using the scroll wheel). <br />
<br />
Switching to the drum magazine will have the player character remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player character will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and draw it again by equipping the one with the drum magazine option, the character would already have done the switch magically beforehand.<br />
[[file:Ppsh41.jpg|thumb|none|400px|PPSh-41 with stick magazine - 7.62x25mm Tokarev]]<br />
[[file:Squad ppsh41 stick hold.jpg|thumb|none|600px|The PPSh-41 in first person.]]<br />
[[file:Squad ppsh41 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad ppsh41 stick reload1.jpg|thumb|none|600px|Reloading the PPSh-41.]]<br />
[[file:Squad ppsh41 stick reload2.jpg|thumb|none|600px|Pulling the bolt back after inserting a fresh magazine.]]<br />
[[file:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 with drum magazine - 7.62x25mm Tokarev]]<br />
[[file:Squad ppsh41 drum hold.jpg|thumb|none|600px|The PPSh-41, with 71-round drum equipped, in first person.]]<br />
[[file:Squad ppsh41 drum reload.jpg|thumb|none|600px|Inserting a drum - As with the stick magazine, after the magazine insertion, the player checks that the magazine catch is secure.]]<br />
[[file:Squad ppsh41 drum safety.jpg|thumb|none|600px|Holstering the PPSh-41 - the player character releases the charging handle so that the bolt goes forward; most weapons have their safeties engaged/disengaged when the player draws or holsters them.]]<br />
<br />
==Sa vz. 61 Skorpion==<br />
The [[Sa vz. 61 Skorpion]] is made available for Insurgent and Militia crewmen, lead crewman and as an option for the Insurgent Light Anti-Tank in Alpha 13.<br />
[[file:CZ Vz.61.jpg|thumb|350px|none|Sa vz. 61 Skorpion - .32 ACP]]<br />
[[File:SquadSkorpionDraw.jpg|thumb|none|601px|The draw animation for the Skorpion, doing the rare feat of actually using the gun's folding stock.]]<br />
[[File:SquadSkorpion1.jpg|thumb|none|601px|The Skorpion in all it's tiny, adorable glory.]]<br />
[[File:SquadSkorpionSights.jpg|thumb|none|601px|The sights, cramped but still fitted with a 2 position flip sight. The usability of that on a .32 ACP submachine gun is questionable but it's nice the option is there.]]<br />
[[File:Squad Skorpion (1).jpg|thumb|none|600px|Actuating the fire selector - due to a scripting limitation, it pops back in place; this is the case for all fire selector animations in-game.]]<br />
[[File:SquadSkorpionReload1.jpg|thumb|none|601px|Having redecorated the nearby walls with 20 rounds of .32 ACP, it's time to reload by removing the old mag...]]<br />
[[File:SquadSkorpionReload2.jpg|thumb|none|601px|Then inserting a fresh one and thumbing the cocking knobs back and letting the bolt chamber a round.]]<br />
[[File:SquadSkorpionDeEquip.jpg|thumb|none|601px|When done, he folds the stock back up and puts it away.]]<br />
<br />
=Rifles and Carbines=<br />
==M16A4==<br />
The USMC faction of the V3.0 update has the [[M16A4]] rifle as standard for riflemen, squad leaders, Corpsmen, engineers, and AT kits. The USMC grenadier has an M16A4 equipped with a M203.<br />
[[File:M16A4Standard.jpg|thumb|none|400px|M16A4 detachable carry handle sight - 5.56x45mm]]<br />
[[File:BattleLA M16A4.jpg|thumb|none|400px|M16A4 with ACOG scope, RIS foregrip, Magpul MBUS rear sight, and AN/PEQ-15 IR designator - 5.56x45mm]]<br />
[[File:Squad M16A4 (1).jpg|thumb|none|600px|A Marine with the basic pattern M16A4 near a cannon monument. All come equipped with AN/PEQ-16 ATPIALs and use older carry handle rear sights rather than the USMC standard KAC rear sights. Foregrips are available to a few roles.]]<br />
[[File:Squad M16A4 (2).jpg|thumb|none|600px|Aiming with the classic A2 sight picture.]]<br />
[[File:Squad M16A4 (3).jpg|thumb|none|600px|The M16 has the same shared reload animation from the other AR variants.]]<br />
[[File:Squad M16A4 (4).jpg|thumb|none|600px|About to smack the bolt release.]]<br />
[[File:Squad M16A4 (5).jpg|thumb|none|600px|The SL M16A4 comes with an ACOG M150 scope and KAC vertical grip.]]<br />
[[File:Squad M16A4 (6).jpg|thumb|none|600px|Looking through the ACOG scope.]]<br />
[[File:Squad M16A4 (7).jpg|thumb|none|600px|The right side of the Grenadier M16, which also comes equipped with a M150 sight.]]<br />
<br />
==M4A1==<br />
The [[M4A1]] is available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. The rifleman's M4A1 may either have an Aimpoint CompM4 (designated "M68 CCO") alone, or a carry handle rear sight and KAC foregrip. The squad leader's M4A1 on the other hand uses the M68 CCO with a KAC foregrip and is loaded with tracer rounds.<br />
<br />
A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and [[Squad#Colt M4 Carbine|M4 Carbine]] markings, implying it shares the same models and textures with the latter rifle.<br />
<br />
The Alpha of the V14 Update introduced a modified version of the M4 and M4A1 for the US Army, using MaTech 300m sights rather than the classic carry handle and adding PEQ-15 laser modules for both rifles. The LE stocks have also been changed to Crane/BCM B5 SOPMOD stocks.<br />
[[file:ColtM4.jpg|thumb|none|400px|Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]<br />
[[file:Squad m4a1 hold.jpg|thumb|none|600px|The M4A1 in first-person.]]<br />
[[file:Squad m4a1 aim1.jpg|thumb|none|600px|Aiming down the sights - the M4-type sights use the ghost ring for zeroing 100m and 200m, and is flipped down to the peep sight when zeroing from 300m beyond, which is further raised, up to 600m zeroing.]]<br />
[[file:Squad m4a1 aim2.jpg|thumb|none|600px|Aiming with the over-sized M68 CCO.]]<br />
[[file:Squad m4a1 reload1.jpg|thumb|none|600px|Reloading the M4A1 - the rifleman first checks the chamber, in a very [[Project_Reality#M4.2FM4A1_Carbine|Project Reality-ish]] manner...]]<br />
[[file:Squad m4a1 reload2.jpg|thumb|none|600px|...switches magazines, revealing the [[Squad#Colt M4 Carbine|M4 Carbine]] markings in the process...]]<br />
[[file:Squad m4a1 reload3.jpg|thumb|none|600px|...and finishes by slapping the bolt release - The bolt release juts out when a magazine is emptied.]]<br />
[[File:Squad M4A1 V14 (1).jpg|thumb|none|600px|Taking a knee with the post-Alpha 14 M4A1's basic infantry variant - note the model has been improved as well, the charging handle and top rail now have much better proportions.]]<br />
[[File:Squad M4A1 V14 (2).jpg|thumb|none|600px|The view through the MaTech rear and just over the PEQ box.]]<br />
<br />
==M4==<br />
The [[M4 carbine]] in a few different configurations is used by the US Army and the Militia in ''Squad''. All configurations use 30-round box magazines and have a six-position stock.<br />
<br />
For the US Army, the M4 Carbine is available to all US Army classes save for the automatic rifleman, machine gunner and marksman, and comes with a KAC railed handguard. The US Army squad leader, rifleman and grenadier's M4 Carbines have Trijicon TA31RCOs (designated "M150 RCO") mounted. The squad leader's comes loaded with tracer rounds while the grenadier's comes with an additional [[Squad#M203A1|M203A1]] mounted. The combat engineer's has an M68 CCO mounted. The medic and light anti-tank may choose either the M150 RCO or M68 CCO. In the case of the medic, choosing the former means losing his [[Squad#M67 Frag Grenade|M67 Frag Grenade]] and red [[Squad#M18 Smoke Grenade|M18 Smoke Grenades]]. For the light anti-tank, choosing former means losing both his M67s and one white M18. The lead crewman and crewman use stock rifles with carry handle iron sights. The heavy anti-tank may choose either the M68 CCO or carry handle iron sights (with a KAC foregrip), with the latter losing access to his M67.<br />
<br />
For the Militia, their M4 is only available to Militia squad leader and rifleman, and comes with the older round handguard. The squad leader's M4 comes with an M68 mounted onto the rear sight (i.e. the carry handle), while the rifleman's M4 only has stock iron sights.<br />
<br />
The USMC faction has M4 Carbines an an option for some roles such as the Heavy AT kit and vehicle crewman. It still uses the carry handle rear sight and has a PEQ equipped. <br />
[[file:ColtM4 FirstVersion.jpg|thumb|none|400px|Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm]] <br />
[[file:ColtM4.jpg|thumb|none|400px|Colt M4 Carbine with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]<br />
[[file:Squad m4 mil hold.jpg|thumb|none|600px|The Militia's M4 Carbine in first person.]]<br />
[[file:Squad M4 M68 Hold.jpg|thumb|none|600px|The M4 Carbine, with M68 CCO mounted, in first person.]]<br />
[[file:Squad M4 M68 Aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]<br />
[[file:Squad m4 us hold.jpg|thumb|none|600px|The US Army's M4 Carbine, with a M150 RCO equipped, in first person.]]<br />
[[file:Squad m4 us aim.jpg|thumb|none|600px|Aiming with the M150 RCO - note the honeycomb pattern of the killflash as well as the blurred front sight.]]<br />
[[File:Squad M4 V14 (1).jpg|thumb|none|600px|Right side of a post-Alpha 14 US Army M4, showing the folded down rear sight and PEQ-15 mounted on the 3'o-clock rail.]]<br />
<br />
==Colt Canada C7A2==<br />
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7A2]] is available to the Canadian Army rifleman, light anti-tank and Combat Engineer classes. It originally came with a C79A2 mounted; later updates introduced iron sight and foregrip variants. AN/PEQ-2s have also been added to the front sight RIS section.<br />
[[file:C7a2.jpg|thumb|none|400px|Colt Canada C7A2 with C79A2 optical sight - 5.56x45mm]]<br />
[[File:Squad C7A2 (1).jpg|thumb|none|600px|A iron-sighted C7A2 out by the Manic-5 exit canal.]]<br />
[[File:Squad C7A2 (2).jpg|thumb|none|600px|The C7 long rifle brought to shoulder.]]<br />
[[File:Squad C7A2 (3).jpg|thumb|none|600px|Aiming with the new Colt Canada style rear sight, note the Maple Leaf.]]<br />
[[File:SquadC7.jpg|thumb|none|601px|At a lovely Newfoundland fishing dock, we find a C7A2 in its natural habitat.]]<br />
[[File:SquadC7Scope.jpg|thumb|none|600px|The scope view of the C79A2. A straight line post with a few range estimation wings, and a teeny tiny green point for aiming. Very vintage.]]<br />
[[File:SquadC7Reload1.jpg|thumb|none|600px|After a bit of non-regulation fishing, the reload begins by dropping the mag...]]<br />
[[File:SquadC7Reload2.jpg|thumb|none|600px|Smacking in a fresh one...]]<br />
[[File:SquadC7Reload3.jpg|thumb|none|600px|About to clap the bolt release, animations shared by all the AR pattern rifles in-game. The Canadian C7/C8 rifles come in both original green and black and...]]<br />
<br />
==Colt Canada C8A3==<br />
The [[M16_rifle_series#Diemaco.2FColt_Canada_C8_Carbine|Colt Canada C8A3]] is available to the Canadian Army squad leader, lead crewman, medic, crewman, and heavy anti-tank. The squad leader's C8A3 may either have a C79A2 optical sight, or a EOTech 552 (designated "ET552" or "ET"). The EOTech comes default with the medic and both crewman classes. Earlier versions of the game featured the C8A3 with the M203 for the Canadian Grenadier; however, this has been replaced with the C7A2 + M203 combo.<br />
[[file:Colt_Canada_C8_carbine.JPG|thumb|none|400px|Colt Canada C8A3 with C79A2 optical sight and Thermold polymer magazine - 5.56x45mm]]<br />
[[File:SquadC8.jpg|thumb|none|600px|Desert tan! And here's the EOTech or "ET" variant of the C8.]]<br />
[[File:SquadC8sight.jpg|thumb|none|600px|Aiming the C8, showing the absolute cowitness for the EOTech and the front sight block.]]<br />
[[File:SquadC8Reload1.jpg|thumb|none|600px|Reloading the C8 reveals that while it uses the generic animations, it is actually modeled with a Colt Canada lower complete with a "Fabrique Au Canada" stamp on the lower And despite its desert get-up, its still got a green Cadex foregrip.]]<br />
[[File:SquadC8Reload2.jpg|thumb|none|600px|The rifle's identity secured, the bolt is slapped home.]]<br />
[[File:Squad C8A3 (1).jpg|thumb|none|600px|A distinctly-ungloved Canadian crewman with the basic pattern C8A3.]]<br />
[[File:Squad C8A3 (2).jpg|thumb|none|600px|Looking through the basic sights.]]<br />
<br />
==L85A2==<br />
The [[L85A2]] is available to all British Army classes except the crewman, lead crewman, marksman, automatic rifleman and machine gunner. It feeds from 30-round box magazines, and comes equipped with a Daniel Defense railed handguard. The rifleman's L85A2 may either have a Grip Pod or a Trijicon TA31-CH (simply named "ACOG") mounted, the medic's comes exclusively with a SUSAT, the grenadier's comes with an ACOG and a [[Squad#L123A2 UGL|L123A2 UGL]] mounted. Finally, the squad leader's is loaded with tracer rounds, and may either have a Grip Pod alone or a Grip Pod and ACOG mounted simultaneously. <br />
<br />
Note that the model of ACOG adopted by the British Army is actually the TA31F rather than the -CH variant, with an RMR mounted on top. The V2.0 update introduced another variant using an ELCAN 4x scope as the "L85A2 LDS." As of the V2.15 update, all the ACOG variants have been replaced with ELCAN scopes.<br />
[[file:L85A2 upgraded.jpg|thumb|none|400px|L85A2 Theatre Entry Standard (TES) - 5.56x45mm]]<br />
[[file:Squad l85a2 hold.jpg|thumb|none|600px|The L85A2 in first person.]]<br />
[[file:Squad l85a2 aim.jpg|thumb|none|600px|Aiming down the sights - this default rear sight is used at the default 100m zeroing. Zeroing the weapon to 200m will flip it down to the smaller aperture sight.]]<br />
[[file:Squad l85a2 reload 1.jpg|thumb|none|600px|Reloading the L85A2 - The rifleman checks the empty chamber...]]<br />
[[file:Squad l85a2 reload 2.jpg|thumb|none|600px|...switches magazines...]]<br />
[[file:Squad l85a2 reload 3.jpg|thumb|none|600px|...presses the bolt release to chamber a round...]]<br />
[[file:Squad l85a2 reload 4.jpg|thumb|none|600px|...and karate chops the charging handle as a forward assist.]]<br />
[[file:Squad L85A2 SUSAT Hold.jpg|thumb|none|600px|The L85A2, with SUSAT mounted, in first person.]]<br />
[[file:Squad L85A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT.]]<br />
[[file:Squad L85A2 SUSAT Vault.jpg|thumb|none|600px|Vaulting with the L85A2 - we now have a nice view of the SUSAT.]]<br />
[[file:Squad l85a2 acog idle.jpg|thumb|none|600px|The L85A2, with TA31-CH mounted, in first person.]]<br />
[[file:Squad l85a2 acog aim.jpg|thumb|none|600px|Aiming with the TA31-CH - note the different reticle that distinguishes it from the TA31RCO above.]]<br />
[[File:Squad L85A2 LDS (1).jpg|thumb|none|600px|The ELCAN-equipped L85 in the low ready stance.]]<br />
[[File:Squad L85A2 LDS (2).jpg|thumb|none|600px|The view through the ELCAN.]]<br />
<br />
==L22A2==<br />
The [[L22A2]] is available to the British Army crewman and lead crewman, and feeds from 30-round box magazines. The crewman's rifle uses the L85A2's carry handle sights, but the lead crewman's comes with a SUSAT mounted. <br />
<br />
Note that the L22A2 was never designed to accept iron sights due to the impractically short sight radius, and is only ever issued with a SUSAT attached. In game, the front sight post and mounting base are simply pasted onto the weapon body.<br />
[[file:Sa80A2-l22a2.jpg|thumb|none|400px|L22A2 with a 20-round magazine - 5.56x45mm]]<br />
[[file:Squad L22A2 Hold.jpg|thumb|none|600px|The L22A2 in first person.]]<br />
[[file:Squad L22A2 Aim.jpg|thumb|none|600px|Aiming down the sights - it naturally shares the same sight picture as its [[Squad#Enfield SA80A2|bigger brother]] above.]]<br />
[[file:Squad L22A2 Reload.jpg|thumb|none|600px|Reloading the L22A2 - it shares the same reload pattern as the [[Squad#Enfield SA80A2|L85A2]] and the [[Squad#L86A2 LSW|L86A2]] below.]]<br />
[[file:Squad L22A2 SUSAT Hold.jpg|thumb|none|600px|The L22A2, with SUSAT mounted, in first person.]]<br />
[[file:Squad L22A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT to reveal *gasp* a SUSAT reticle.]]<br />
<br />
==EF88==<br />
The [[Thales F90|EF88]] was introduced as the standard assault rifle/carbine for the ADF with the V2.15 update. It has both normal and "EF88C" carbine variants, and comes in a wide latitude of configurations. It has folding BUIS in its most default configurations, and the "ET552" holographic sight for the rifle-length variant, and ELCan Specter scopes for both versions. Squad Leaders have usable Grippods that allow them to deploy the EF88 for added accuracy bonuses. It also has a usable fire selector for semi/full-auto functionality.<br />
[[File:F90.jpg|thumb|none|400px|Thales F90/EF88 - 5.56x45mm]]<br />
[[File:Squad EF88 (1).jpg|thumb|none|600px|A fairly basic EF88C setup in Sumari.]]<br />
[[File:Squad EF88 (2).jpg|thumb|none|600px|The view through the KAC flip sights.]]<br />
[[File:Squad EF88 (3).jpg|thumb|none|600px|Looking at the EF88's right side, showing off the serialized bolt.]]<br />
[[File:Squad EF88 (4).jpg|thumb|none|600px|The Aussie inspects his magazine during the reload.]]<br />
[[File:Squad EF88 (5).jpg|thumb|none|600px|A rifle-length EF88 equipped with the holographic sight.]]<br />
[[File:Squad EF88 (6).jpg|thumb|none|600px|Aiming with the standard EOTech reticle.]]<br />
[[File:Squad EF88 (7).jpg|thumb|none|600px|Getting a look at the very nicely detailed locked back bolt and magazine follower after the EF88 runs dry.]]<br />
[[File:Squad EF88 (8).jpg|thumb|none|600px|Setting a new magazine...]]<br />
[[File:Squad EF88 (9).jpg|thumb|none|600px|...and pushing in the AUG A3 style bolt release tab.]]<br />
[[File:Squad EF88 (10).jpg|thumb|none|600px|The EF88 kitted out with a Specter scope and SL40.]]<br />
[[File:Squad EF88 (11).jpg|thumb|none|600px|The ELCan's scope view.]]<br />
<br />
==F88 Austeyr==<br />
The Chora RAAS v3 engagement includes somewhat more historic loadouts for the ADF - namely, all the EF-88 variants are replaced with classic [[F88 Austeyr]] rifles, complete with the classic A1 scopes. As with the EF-88, these have usable fire selectors, which is actually technically accurate for the F88 as the Australians outfitted it with a modified selector that can block the two-stage trigger's full travel without engaging the auto sear.<br />
[[File:Austeyr.jpg|thumb|none|400px|F88 Austeyr - 5.56x45mm]]<br />
[[File:Squad F88 (1).jpg|thumb|none|600px|The groovy 70s F88 out on Chora.]]<br />
[[File:Squad F88 (2).jpg|thumb|none|600px|Aiming at the sky with the iconic donut-within-crosshair reticule of the A1 scope.]]<br />
[[File:Squad F88 (3).jpg|thumb|none|600px|Unlike the newer EF88 above, the Austeyr's bolt doesn't lock back when empty. Some older disruptive Auscam sleeves would complete the old school look.]]<br />
[[File:Squad F88 (4).jpg|thumb|none|600px|Pulling up a new waffle mag.]]<br />
[[File:Squad F88 (5).jpg|thumb|none|600px|Sliding it in with some clipping of the right sleeve.]]<br />
[[File:Squad F88 (6).jpg|thumb|none|600px|And giving the F88's charging handle a yank to rechamber it.]]<br />
<br />
==Heckler & Koch HK416==<br />
===Heckler & Koch M27 IAR===<br />
Introduced with the USMC as part of the V3.0 update, the [[Heckler & Koch M27 IAR]] is issued to the Marine automatic riflemen subclass and is available to squad leader roles. All versions are equipped with Harris bipods, and the automatic rifleman has the ACOG SDO scope.<br />
[[File:H&K M27 IAR.jpg|thumb|none|400px|Heckler & Koch M27 IAR - 5.56x45mm NATO]]<br />
[[File:H&K-M27-IAR-USMC.jpg|thumb|none|400px|Heckler & Koch M27 IAR with bipod, vertical foregrip, and Trijicon SU-258/PVQ Squad Day Optic - 5.56x45mm NATO]]<br />
[[File:Squad M27 IAR (1).jpg|thumb|none|600px|On the flight deck of the USS Essex for some at-sea qualifications with the M27 IAR.]]<br />
[[File:Squad M27 IAR (2).jpg|thumb|none|600px|Aiming with the KAC BUIS.]]<br />
[[File:Squad M27 IAR (3).jpg|thumb|none|600px|Deploying the bipod legs atop a crate.]]<br />
[[File:Squad M27 IAR (4).jpg|thumb|none|600px|Reloading the deployed M27 IAR.]]<br />
[[File:Squad M27 IAR (5).jpg|thumb|none|600px|Chambering the IAR with a civilized thumbing-of-the-bolt release.]]<br />
[[File:Squad M27 IAR (6).jpg|thumb|none|600px|The right side of the ACOG-equipped IAR - it has the red illuminator band covered in blue 100-MPH tape, a neat detail. Oddly, none of the variants come with the vertical grip.]]<br />
[[File:Squad M27 IAR (7).jpg|thumb|none|600px|The reticle of the SU-258 SDO.]]<br />
<br />
===Heckler & Koch M38 SDMR===<br />
The M38 SDMR the primary rifle used by the USMC Marskman roles. It features a Leupold Mark 4 MR/T scope similar the M110 SASS and has a bipod, but lacks the KAC QDSS-NT4 suppressor. It also is locked to semi-auto despite being the same base 416 rifle as the M27 IAR.<br />
<br />
[[File:M38-SDMR.jpg|thumb|none|400px|Heckler & Koch M38 SDMR - 5.56x45mm NATO]]<br />
[[File:Squad M38 SDMR (1).jpg|thumb|none|600px|Looking at the M38 SDMR while shipboard.]]<br />
[[File:Squad M38 SDMR (2).jpg|thumb|none|600px|The view through the Leupold scope.]]<br />
[[File:Squad M38 SDMR (3.jpg|thumb|none|602px|The right side of the SDMR.]]<br />
[[File:Squad M38 SDMR (4).jpg|thumb|none|600px|Reloading the M38.]]<br />
<br />
==AK-74==<br />
The [[AK-74]] is available to the Militia rifleman, light anti-tank and grenadier, and feeds from 30-round box magazines. The Militia grenadier's AK-74 comes with a [[Squad#GP-25|GP-25]] mounted.<br />
[[file:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]<br />
[[file:Squad ak74 hold.jpg|thumb|none|600px|The AK-74 in first person.]]<br />
[[file:Squad ak74 aim.jpg|thumb|none|600px|Aiming down the sights - the AK-74-type sights zero up to 1000m.]]<br />
[[file:Squad ak74 reload3.jpg|thumb|none|600px|Reloading the AK-74 - The militant checks the new magazine...]]<br />
[[file:Squad ak74 reload1.jpg|thumb|none|600px|...rocks the magazine in...]]<br />
[[file:Squad ak74 reload2.jpg|thumb|none|600px|...and racks the charging handle with his dominant arm - this reload pattern is shared among all the 5.45mm AK rifles.]]<br />
[[file:Squad ak74 safety.jpg|thumb|none|600px|Engaging the safety.]]<br />
<br />
==AKS-74==<br />
The [[AKS-74]] is available to the Militia heavy anti-tank, and feeds from 30-round box magazines. Like the [[Squad#AKMS|AKMS]], it was originally a random spawn for riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.<br />
[[file:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]<br />
[[file:Squad aks74 hold.jpg|thumb|none|600px|The AKS-74 in first person - one may faintly make out the lack of a wooden stock.]]<br />
[[file:Squad aks74 reload.jpg|thumb|none|600px|Reloading the AKS-74 - the skeletal folding stock is particularly prominent in this frame.]]<br />
<br />
==AKS-74N==<br />
The [[AKS-74|AKS-74N]] is available to the Militia squad leader and rifleman, as well as the Insurgent fighter. It feeds from 30-round box magazines, and comes with a 1P29 mounted. While the side-rail for mounting night-vision optics is not visible from any angle, there is no other way you would be able to mount such an optic other than with superglue.<br />
[[File:AKS-74 1P29.jpg|thumb|none|400px|AKS-74N with 1P29 - 5.45x39mm]]<br />
[[file:Squad aks74n hold.jpg|thumb|none|600px|The AKS-74N, with 1P29 mounted, in first person.]]<br />
[[file:Squad aks74n aim.jpg|thumb|none|600px|Choosing to ignore the target right in front of him, the militant targets the one behind it, but of course aims a bit higher so that the photographer can capture the reticle perfectly on camera - the 1P29 zeroes up to 400m.]]<br />
<br />
==AK-74M==<br />
The [[AK-74M]] is the available to all Russian Ground Forces classes except the lead crewman, crewman, marksman, automatic rifleman and machine gunner, and feeds from 30-round box magazines. While every applicable class has access to a stock rifle, the squad leader and rifleman's AK-74Ms may also have a 1P63 Obzor or a 1P78-1 Kashtan mounted, while the grenadier's has a [[Squad#GP-25|GP-25]] mounted. The squad leader's AK-74M is loaded with tracer rounds. Quite unlike the other AK rifles in the game, the player grips it by the magazine rather than the handguard, a trait shared with the [[Squad#RPK-74M|RPK-74M]]. <br />
<br />
Note that the 1P63 Obzor originated from a mod, and when it was officially added to the game, the pink tint on the lens was removed due to the lens shader affecting performance.<br />
[[file:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]]<br />
[[file:Squad ak74m hold.jpg|thumb|none|600px|The AK-74M in first person - note the grip of the left hand on the magazine.]]<br />
[[file:Squad ak74m aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad ak74m reload.jpg|thumb|none|600px|Reloading the AK-74M - the polymer furniture, folding stock (indicated by the trunnion at the end of the receiver), smooth upper receiver and side-rail, all often neglected features in other titles, are all visible here.]]<br />
[[file:Squad ak74m 1p63 hold.jpg|thumb|none|600px|The AK-74M, with 1P63 Obzor mounted, in first person.]]<br />
[[file:Squad ak74m 1p63 aim.jpg|thumb|none|600px|Aiming with the 1P63 Obzor.]]<br />
[[file:Squad ak74m 1p78 hold.jpg|thumb|none|600px|The AK-74M, with 1P78-1 Kashtan mounted, in first person.]]<br />
[[file:Squad ak74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-1 Kashtan.]]<br />
<br />
==AKS-74U== <br />
The [[AKS-74U]] is available to the Militia and Russian Ground Forces crewmen and lead crewmen, and feeds from 30-round box magazines.<br />
[[file:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[file:Squad aks74u hold.jpg|thumb|none|600px|The AKS-74U in first person.]]<br />
[[file:Squad aks74u aim.jpg|thumb|none|600px|Aiming down the sights - the only two zeroing options are 100m and 400m.]]<br />
[[file:Squad aks74u reload.jpg|thumb|none|600px|Reloading the AKS-74U.]]<br />
<br />
==AKM== <br />
The [[AKM]] is available to the Insurgent fighter and grenadier, as well as the Militia rifleman as a limited kit. It feeds from 30-round box magazines. The Insurgent grenadier's AKM comes with a [[Squad#GP-25|GP-25]] mounted.<br />
[[file:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]<br />
[[file:Squad akm hold.jpg|thumb|none|600px|The AKM in first person, as the militant threatens yet another target.]]<br />
[[file:Squad_akm_sights.jpg|thumb|none|600px|Aiming down the sights - the AKM-type sights only zero up to 800m.]]<br />
[[file:Squad_akm_reload.jpg|thumb|none|600px|Reloading the AKM.]]<br />
[[file:Squad akm reload2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
<br />
==AKMS==<br />
The [[AKMS]] is available to the Insurgent crewman, lead crewman and fighter, and feeds from 30-round box magazines. As with the [[Squad#AKS-74|AKS-74]], it was originally planned to be a random spawn for fighters using the AKM.<br />
[[file:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]<br />
[[file:Squad akms hold.jpg|thumb|none|600px|The AKMS in first person - one can faintly make out the folding stock at the end of the receiver.]]<br />
[[file:Squad akms vault.jpg|thumb|none|600px|Vaulting with the AKMS - part of the folding stock is revealed.]]<br />
<br />
==PM md. 63== <br />
The [[AK-47#AIM/AIMS|PM.md.63 (AIM)]] is available to the Insurgent cell leader and feeds from 30-round box magazines.<br />
[[file:Aimrifle.jpg|thumb|none|400px|PM md. 63 - 7.62x39mm]]<br />
[[file:Squad md63 hold.jpg|thumb|none|600px|The PM md. 63 in first person.]]<br />
[[file:Squad md63 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad md63 reload1.jpg|thumb|none|600px|Reloading the PM md. 63 - with the "donkey dong" foregrip in the way, the insurgent inserts the magazine at an angle...]]<br />
[[file:Squad md63 reload2.jpg|thumb|none|600px|...and pulls the charging handle with the strong hand.]]<br />
<br />
==AMD-65== <br />
The [[AMD-65]] is available to the Insurgent medic, and feeds from 30-round box magazines.<br />
[[file:AMD-65 wood.jpg|thumb|none|400px|AMD-65 with wood furniture - 7.62x39mm]]<br />
[[file:Squad amd65 hold.jpg|thumb|none|600px|The AMD-65 in first person.]]<br />
[[file:Squad amd65 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad amd65 reload1.jpg|thumb|none|600px|Reloading the AMD-65 - it has a similar animation to the [[Squad#PM md. 63|md. 63]].]]<br />
<br />
==SKS== <br />
The [[SKS]] is available to the Insurgent and Militia scouts and cell/squad leaders, as well as the Insurgent light and heavy anti-tank. It feeds from a 10-round internal magazine loaded by stripper clips and, bizarrely, can be reloaded mid-clip. The SKS also features a usable bayonet. The squad leaders and scouts' rifles come with a PU mounted, but there is no cut-out on the stock that indicates the presence of the PU mounting bracket.<br />
<br />
Note that to reload an SKS partially, one needs to hold the bolt open while doing so as the bolt only locks back on an empty magazine. An easier alternative would be to first empty the magazine by releasing the floor plate first, before pulling the bolt back to lock it open. The way it works in game was apparently a deliberate decision for balance purposes. Additionally, a point worth noting is that the SKS in ''Squad'' can hold an extra round in the chamber when reloading mid-clip, despite a single round being ejected when the bolt is first pulled back.<br />
<br />
Finally, while it looks like the player character is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again. This was changed in the V2.0 update; the partial reload animation now shows the user manually holding the bolt back with his left hand and loading single rounds into the magazine in a much more mechanically correct way - though the +1 in the chamber still incorrectly occurs. <br />
[[file:Simonov-Russian-SKS45.jpg|thumb|none|400px|SKS - 7.62x39mm]]<br />
[[file:Squad sks draw.jpg|thumb|none|600px|The player character turns off the safety, as he prepares to assert his dominance over a group of targets.]]<br />
[[file:Squad sks hold.jpg|thumb|none|600px|The SKS in first person.]]<br />
[[file:Squad sks aim.jpg|thumb|none|600px|Getting a sight picture on a metal delinquent that need punishing - the SKS sights zero up to 1000m.]]<br />
[[file:Squad sks reload1.jpg|thumb|none|600px|Reloading the SKS mid-clip - note that the magazine was already full.]]<br />
[[file:Squad_sks_loading.jpg|thumb|none|600px|Loading a stripper clip - on an empty reload, the bolt automatically locks back, and the player character empties the stripper clip into the magazine.]]<br />
[[file:Squad_sks_reload2.jpg|thumb|none|600px|Removing a partly-used stripper clip - no matter how many rounds you fire beforehand, the player character will always load 4 rounds into the magazine. The partly-used clip will be retained, and will always come back later on as a fully loaded clip, despite holding the same number of rounds from earlier.]]<br />
[[file:Squad SKS PU Hold.jpg|thumb|none|600px|The SKS, with PU mounted, in first person.]]<br />
[[file:Squad SKS PU Aim.jpg|thumb|none|600px|Aiming with the PU.]]<br />
[[file:Squad SKS PU Reload.jpg|thumb|none|600px|Reloading the SKS to get a nice view of the PU - note that the PU seems to be pasted onto the receiver; in the real SKS, the stock has to be partially cut to make room for the scope mount.]]<br />
[[File:Squad SKS (1).jpg|thumb|none|600px|The V2.0 new non-empty reload animation with individual rounds - which would probably be extremely uncomfortable for the Insurgent's left fingers.]]<br />
[[File:Squad SKS (2).jpg|thumb|none|600px|The bolt does stick open though, so the user pops it forward underhanded.]]<br />
[[File:Squad SKS (3).jpg|thumb|none|600px|Unfolding the sword-style bayonet.]]<br />
[[File:Squad SKS (4).jpg|thumb|none|600px|The SKS in melee-mode.]]<br />
<br />
==Mosin-Nagant M91/30==<br />
Added in V2.0, the classic [[Mosin_Nagant_Rifle|Mosin Nagant M91/30]] enters the arsenals of the Insurgents in three specific variants. The classic full-length M91/30 appears as an optional kit for the Fighter class. It reloads from empty with a five-round stripper clip and can be topped off with loose rounds, although as with the V2.0 SKS reload revision, this allows for an incorrect +1 in the chamber which is not possible with Mosin rifles.<br />
[[file:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 rifle - 7.62x54mmR]]<br />
[[file:SquadM9130.jpg|thumb|none|600px|Taking a trip to the short range with an old classic, the M91/30.]]<br />
[[file:SquadM9130Irons.jpg|thumb|none|600px|Looking down the sights reveals the classic rear notch and globe of the M91/30.]]<br />
[[file:SquadM9130Recoil.jpg|thumb|none|600px|And firing the Mosin removes that entirely. And this is just on the full-length "Nugget". It only gets punchier from here.]]<br />
[[file:SquadM9130Reload1.jpg|thumb|none|600px|And the reload, crack open the bolt.]]<br />
[[file:SquadM9130Reload2.jpg|thumb|none|600px|Stuff in five rounds of 7.62x54R, praise the /k/ube and continue on.]]<br />
<br />
===Mosin-Nagant M38 Carbine===<br />
The shorter [[Mosin Nagant Model 1938 Carbine]] appears as the new main arm of the Sapper class.<br />
[[File:M38Carbine.jpg|thumb|none|400px|Mosin Nagant M38 Carbine - 7.62x54mm R]]<br />
[[file:SquadM38.jpg|thumb|none|600px|The 91/30's tinier little brother gets taken out for a spin.]]<br />
[[file:SquadM38Irons.jpg|thumb|none|600px|The sights look similar, albeit obviously closer together.]]<br />
[[file:SquadM38Cycling.jpg|thumb|none|600px|But everything else operates the same. A nice touch with the Mosins in Squad is the lack of a "hold open" once the gun is empty. The character will just cycle the gun straight to empty without a second thought.]]<br />
<br />
===Mosin Nagant M91/30 Sniper Rifle===<br />
Along side the other Mosin variants, the [[Mosin Nagant Rifle|Mosin Nagant M91/30 rifle]] fitted with a PU scope is added to the Insurgents' new Sniper class.<br />
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper variant with Russian PU scope and down-turned bolt handle - 7.62x54mmR]]<br />
[[file:SquadM9130PUSafety.jpg|thumb|none|600px|And the one we've all been waiting for. Time to show off the Mosin's draw animation, and like Project Reality, this game remembers the Mosin's safety notch.]]<br />
[[file:SquadM9130PU.jpg|thumb|none|600px|The 91/30 with a PU in all its glory. It's not Stalingrad, but it'll do.]]<br />
[[file:SquadM9130PUScope.jpg|thumb|none|600px|Looking down the scope reveals a similar view to RS2 and the earlier mentioned SKS, a high set of a post and wing. Vintage in comparison to the other faction's more modern snipers but...]]<br />
[[file:SquadM9130PUScope2.jpg|thumb|none|600px|Still just as effective in the right hands.]]<br />
[[file:SquadM9130PUReload.jpg|thumb|none|600px|After 5 shots at long-ish range, the M91/30 gets fed its regular diet of 7.62x54R spoon fed into the magazine.]]<br />
<br />
==Heckler & Koch G3A3== <br />
The [[Heckler & Koch G3A3]] is available to the Insurgent fighter as a limited kit, feeding from 20 round magazines and being equipped with slim line handguards. The G3A3 is also the standard issue rifle of the MEA, who have both the standard iron sight only version as well as the option for a Hensoldt ZF-1 scope or a Zeiss Z-Point red dot. There's also the option for a G3A3 equipped with an HK79 grenade launcher for the MEA Grenadier.<br />
<br />
Rather bizarrely, the G3A3 also serves as the MEA's Automatic Rifle. Known as the "G3A3 + Drum Mag", this version uses the wide handguards and equips a bipod as well as X-Product 50 round drum mags, fittingly loaded with tracers as part of this battle rifle's transformation into a lightweight support weapon.<br />
[[File:HKG3A3.jpg|thumb|none|400px|Heckler & Koch G3A3 with "slimline" handguard - 7.62x51mm]]<br />
[[file:Squad g3a3 hold.jpg|thumb|none|600px|The G3A3 in first person.]]<br />
[[file:Squad_g3_sights.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad g3a3 reload1.jpg|thumb|none|600px|Reloading the G3A3 - the fighter pulls the charging handle back to lock it...]]<br />
[[file:Squad_g3_magazine.jpg|thumb|none|600px|...inserts a fresh magazine after the obligatory magazine check...]]<br />
[[file:Squad_g3_slap.jpg|thumb|none|600px|...and ends it with the classic HK slap.]]<br />
[[File:SquadG3ZPoint.jpg|thumb|none|600px|Out to the killhouse, we go with the MEA's special Z-Point variant of the G3A3.]]<br />
[[File:SquadG3ZPointAiming.jpg|thumb|none|600px|Working on some room clearing, we get a good look of the Z-Point dot.]]<br />
[[file:SquadG3ZPointReload.jpg|thumb|none|600px|But the reload?]]<br />
[[file:SquadG3ZPointReload2.jpg|thumb|none|600px|Exactly the same, and just as satisfying.]]<br />
[[File:G3a3zf.jpg|thumb|none|500px|G3A3ZF with Hensoldt 4x24 optical sight - 7.62x51mm NATO]]<br />
[[File:SquadG3ZF1.jpg|thumb|none|600px|The other neat variant of the G3A3 added was the ZF-1 equipped version. A vintage magnified option for sure, but fun nonetheless.]]<br />
[[File:SquadG3ZF1Aiming.jpg|thumb|none|600px|A look down the glass of the ZF-1, very clear for 60's vintage glass isn't it?]]<br />
[[File:G3a3.jpg|thumb|none|400px|Heckler & Koch G3A3 with wide handguard - 7.62x51mm NATO]]<br />
[[File:SquadG3LMG.jpg|thumb|none|600px|And the most weird version of the G3 added in V1.0, and that's saying something with the HK-51 was included. The G3 "LMG".]]<br />
[[File:SquadG3LMGBipod.jpg|thumb|none|600px|The neat feature to this gun is the fitted bipod.]]<br />
[[File:SquadG3LMGBees.jpg|thumb|none|600px|Well that and it being loaded with tracers.]]<br />
[[File:SquadG3LMGReload.jpg|thumb|none|600px|It does get its own neat reload with a slightly less violent tug of the charging handle...]]<br />
[[File:SquadG3LMGReload2.jpg|thumb|none|600px|And a swap of the drums. But no slap for you. You'll get enough of that with the rest of these reloads.]]<br />
<br />
===Heckler & Koch G3A4===<br />
Originally added in the game as an optional rifle kit for the Insurgent Cell Leader, the [[Heckler & Koch G3|Heckler & Koch G3A4]] returns with the addition of the MEA as the standard issue rifle for MEA Squad Leaders. It comes in the same three variants of the other MEA G3s, iron sight only/Zeiss Z-Point or ZF-1 scope but with the SL standard of running tracer rounds.<br />
[[Image:G3A4.jpg|400px|thumb|none|Heckler & Koch G3A4 - 7.62x51mm NATO]]<br />
[[File:SquadG3A4.jpg|thumb|none|600px|The G3A4 in the field. The only noticeable difference is the wide "tropical" handguard.]]<br />
[[File:SquadG3A4Irons.jpg|thumb|none|600px|Beyond the collapsing stock, it's all effectively the same rifle.]]<br />
[[File:SquadG3A4Reload.jpg|thumb|none|600px|Including the ever so satisfying SLAP.]]<br />
<br />
===Heckler & Koch G3KA4===<br />
The carbine of the MEA, the short [[Heckler & Koch G3KA4]] appears with the group's Light Anti-Tank and Combat Engineer classes, with the same options of optical/digital or iron sights.<br />
[[Image:G3KA4.jpg|thumb|none|400px|Heckler & Koch G3KA4 - 7.62x51mm NATO]]<br />
[[File:SquadG3KA4.jpg|thumb|none|600px|Out in somewhere that's not the normal desert range, we get the KA4. Can you tell the barrel is shorter?]]<br />
[[File:SquadG3KA4Irons.jpg|thumb|none|600px|I mean it's exactly what you'd expect.]]<br />
[[File:SquadG3KA4Reload.jpg|thumb|none|600px|It works...]]<br />
[[File:SquadG3KA4Reload2.jpg|thumb|none|600px|Exactly as you'd expect. Slap included.]]<br />
<br />
===Heckler & Koch G3SG/1===<br />
MEA Marksman are issued the [[Heckler & Koch G3SG/1]] as a sniper rifle. It is limited to semi-automatic fire only.<br />
[[File:H&KSG1.jpg|thumb|none|400px|Heckler & Koch G3SG/1 - 7.62x51mm NATO]]<br />
[[File:SquadG3SG1.jpg|thumb|none|600px|Back in the guard tower, we see the G3/SG1. The slightly sleeker of the many G3 variants.]]<br />
[[File:SquadG3SG1Irons.jpg|thumb|none|600px|Looking down the scope, we get a very simple reticle. A cross hair with a central red dot.]]<br />
[[File:SquadG3SG1Irons2.jpg|thumb|none|600px|And that reticle is a very nice inclusion all things considered.]]<br />
[[File:SquadG3SG1Reload.jpg|thumb|none|600px|The reload is what you'd expect. But...]]<br />
[[File:SquadG3SG1Bipod.jpg|thumb|none|600px|What about the bipod reload?]]<br />
[[File:SquadG3SG1BipodReload.jpg|thumb|none|600px|HA! ITS JUST THE G3A3 LMG'S RELOAD!]]<br />
<br />
===HK51===<br />
The last of the G3s on offer for the MEA, the shortie [[Heckler & Koch G3|HK51]] appears as the compact carbine of the MEA. Given its short length, it only comes with iron sights or the Z-Point, and only for the Pilot, Lead Crewman and Heavy Anti-Tank Classes.<br />
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]<br />
[[File:SquadHK51.jpg|thumb|none|600px|After so many flavors of G3. We get to the one you want to see. The TINY one.]]<br />
[[File:SquadHK51Irons.jpg|thumb|none|600px|The sights, just a little too close for comfort.]]<br />
[[File:SquadHK51Recoil.jpg|thumb|none|600px|And if you want, you can flick it to full auto, mag dump all 20 rounds and rattle your fillings loose.]]<br />
[[File:SquadHK51Reload.jpg|thumb|none|600px|And the rest is...]]<br />
[[File:SquadHK51Reload2.jpg|thumb|none|600px|Exactly what you expect.]]<br />
<br />
==StG 58==<br />
The [[FN FAL|StG 58]] is available to the Militia squad leader and medic, as well as the Insurgent fighter as a limited kit. It feeds from 20-round box magazines and is recognisable by the ribbed stamped metal handguard and its unique combination muzzle device, although it lacks the bipods.<br />
[[File:StG 58.jpg|thumb|none|400px|StG 58 - 7.62x51mm NATO]]<br />
[[file:Squad StG58 Hold.jpg|thumb|none|600px|The FN FAL in first person.]]<br />
[[file:Squad StG58 Aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad StG58 Reload1.jpg|thumb|none|600px|Reloading the FN FAL - the insurgent inspects the chamber...]]<br />
[[file:Squad StG58 Reload2.jpg|thumb|none|600px|...rocks a fresh magazine in... - note the iconic muzzle device.]]<br />
[[file:Squad StG58 Reload3.jpg|thumb|none|600px|...and ends it by pulling the charging handle when he could have easily gone for the bolt release.]]<br />
<br />
==QBZ-95-1==<br />
[[QBZ-95-1]] rifles are the standard service rifle for the PLA with the V4.0 Update.<br />
[[File:Norinco QBZ95-1.jpg|thumb|none|400px|QBZ-95-1 - 5.8x42mm]]<br />
[[File:Squad QBZ-95 (1).jpg|thumb|none|600px|Flicking the safety off the QBZ-95-1 rifle during a stroll through the red house neighborhood.]]<br />
[[File:Squad QBZ-95 (2).jpg|thumb|none|600px|Inspecting the QBZ-95-1. It's held with an almost C-clamp style grip.]]<br />
[[File:Squad QBZ-95 (3).jpg|thumb|none|600px|The QBZ's fairly straightforward ghost-ring-and-hooded sights.]]<br />
[[File:Squad QBZ-95 (4).jpg|thumb|none|600px|Rocking in another 5.8mm waffled mag while empty - the bolt is locked back.]]<br />
[[File:Squad QBZ-95 (5).jpg|thumb|none|600px|Releasing the charging handle to send it and the bolt along their way.]]<br />
[[File:Squad QBZ-95 (6).jpg|thumb|none|600px|A PLA soldier with the holo-sighted QBZ under a stormy Pacific night.]]<br />
[[File:Squad QBZ-95 (7).jpg|thumb|none|600px|Aiming upon the heavens with the backwards not-EOTech.]]<br />
<br />
===QBZ-95B-1===<br />
The [[QBZ-95-1|QBZ-95B-1]] carbine is issued to China's HAT, Engineer, and vehicle crew kits. <br />
[[File:QBZ95B-1.jpg|thumb|none|400px|QBZ-95B-1 - 5.8x42mm]]<br />
[[File:Squad QBZ-95B-1 (1).jpg|thumb|none|600px|Right side of the QBZ-95B-1 carbine.]]<br />
[[File:Squad QBZ-95B-1 (2).jpg|thumb|none|600px|Inspecting the magazine and its 5.8x42mm rounds.]]<br />
<br />
=Light Machine Guns= <br />
Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.<br />
<br />
The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.<br />
<br />
Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.<br />
<br />
==M249 SAW== <br />
The [[FN Minimi#M249|M249 SAW]] is featured in ''Squad'' disguised as the "Minimi," for the Milita. It is one of two light machine guns available to the Militia automatic rifleman, and is unlocked later than the [[Squad#RPK-74|RPK-74]].<br />
<br />
An RFI updated M249 is included with the USMC faction with the V3.0 update. It uses the Trijicon SDO scope.<br />
[[file:Fn m249saw mk2 10-1-.jpg|thumb|none|400px|M249 SAW - 5.56x45mm NATO]]<br />
[[file:Squad_m249_idle.jpg|thumb|none|600px|The M249 SAW in first person - note the rail-less feed cover and missing heatshield.]]<br />
[[file:Squad m249 deploy.jpg|thumb|none|600px|Deploying bipods - note the long barrel and the distinct handguard that gives it away.]]<br />
[[file:08 squad m249 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad m249 reload1.jpg|thumb|none|600px|Reloading the M249 SAW - the militant automatic rifleman first racks the charging handle before reloading...]] <br />
[[file:Squad_m249_chamber_check.jpg|thumb|none|600px|...flips the feed tray up and down for a chamber inspection...]]<br />
[[file:Squad m249 reload box.jpg|thumb|none|600px|...loads a new 200-round ammo box...]]<br />
[[file:Squad m249 reload3.jpg|thumb|none|600px|...loads a new belt onto the feed tray...]]<br />
[[file:Squad m249 reload4.jpg|thumb|none|600px|...and closes the feed cover when done.]]<br />
[[File:Squad M249 USMC (1).jpg|thumb|none|600px|A Marine SAW gunner inspects the right side of his M249 in Iraq.]]<br />
[[File:Squad M249 USMC (2).jpg|thumb|none|600px|The M249, deployed.]]<br />
[[File:Squad M249 USMC (3).jpg|thumb|none|600px|Looking through the scope, akin to the same ACOG used on the M27 IAR.]]<br />
<br />
==M249 Paratrooper==<br />
The [[FN Minimi#M249|M249 Paratrooper]] appears in ''Squad'' as the "M249 PIP". It is available to the US Army automatic rifleman, and feeds from 100-round cloth ammo bags. Aside its distinctive short barrel, it comes with the heat shield, railed handguard and telescoping buttstock of the Rapid Fielding Initiative (RFI). The PIP in its in-game designation likely comes from the M249 Product Improvement Program, the contents of which are are commonly confused with those of the RFI. The automatic rifleman has a choice between the M68 CCO and M145 MGO, the latter unlocking later than the former and having no M67s.<br />
[[file:M249 Para ACOG.jpg|thumb|none|400px|M249 Paratrooper - 5.56x45mm NATO]] <br />
[[file:Squad m249 para hold.jpg|thumb|none|600px|The M249 Paratrooper in first person.]]<br />
[[file:Squad m249 para deploy.jpg|thumb|none|600px|Deploying the M249 Paratrooper - note the different railed handguard and short barrel.]] <br />
[[file:Squad m249 para aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]<br />
[[file:Squad m249 para reload.jpg|thumb|none|600px|Reloading the M249 Paratrooper - note the smaller 100-round cloth ammo bag]]<br />
[[file:Squad m249 para scope.jpg|thumb|none|600px|The M249 Paratrooper, with M145 MGO mounted, in first person.]]<br />
[[file:Squad m249 para scope aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]<br />
<br />
==L110A2==<br />
The [[FN Minimi|L110A2]], an FN Minimi Para variant with an L85-style dovetail rail, appears in ''Squad'' as the "L110A2 Minimi". It is available to the British Army automatic rifleman, and feeds from 100-round cloth ammo bags similar to those of the [[Squad#M249 Paratrooper|M249 Paratrooper]]. The automatic rifleman has the choice between iron sights or a SUSAT optic. <br />
<br />
At release, the in-game L110A2 is in fact a basic FN Minimi Para with Picatinny rails and original rear sight instead of the L110's unique rear sight. These issues have been fixed in an update, and the in-game L110A2 now more closely resembles the proper British military variant.<br />
<br />
[[file:British L110A2.jpg|thumb|none|400px|Actual L110A2, for comparison - 5.56x45mm NATO]] <br />
[[File:Squad L110A2 (1).jpg|thumb|none|600px|Standing next to an Estonian petrol station with the update L110A2 LMG.]]<br />
[[File:Squad L110A2 (2).jpg|thumb|none|600px|Looking through the iron sights.]]<br />
[[File:Squad L110A2 (3).jpg|thumb|none|600px|The right side of the updated SUSAT variant - it shares rollmarks with the American M249.]]<br />
[[file:MinimiPara.jpg|thumb|none|400px|FN Minimi Para - 5.56x45mm NATO]]<br />
[[file:Squad l110a2 hold.jpg|thumb|none|600px|The original L110A2, or an FN Minimi Para, in first person.]]<br />
[[file:Squad l110a2 deploy.jpg|thumb|none|600px|Deploying the Minimi Para - note the exposed short barrel and original [[FN Minimi|Minimi]] handguards.]] <br />
[[file:Squad l110a2 aim.jpg|thumb|none|600px|Aiming down the original incorrect iron sights - it shares the same sights as the [[Squad#M249 SAW|M249 SAW]]. The default sights are zeroed at 200 meters (note the number 2 markings). Changing the zeroing adjusts the knob, increasing the zeroing in increments of 200 meters, up to 1200 meters. The M249 SAW zeroes in the same way.]]<br />
[[file:Squad l110a2 reload 3.jpg|thumb|none|600px|Reloading the Minimi Para - it shares the same reload pattern as the [[Squad#M249 SAW|M249 SAW]] and [[Squad#M249 Paratrooper|M249 Paratrooper]].]]<br />
[[file:Squad l110a2 susat hold.jpg|thumb|none|600px|The Minimi Para, with SUSAT mounted, in first person.]]<br />
[[file:Squad l110a2 susat aim.jpg|thumb|none|600px|Aiming with the SUSAT - the SUSAT zeroes from 100m to 600m in 100m increments.]]<br />
<br />
==C9A2==<br />
The [[FN_Minimi#C9_Light_Machine_Gun|C9A2 light machine gun]] is available to the Canadian Army automatic rifleman. It comes with an C79A2 optical sight mounted.<br />
[[file:C9A2.jpg|thumb|none|400px|C9A2 light machine gun with C79A2 optical sight - 5.56x45mm]]<br />
[[file:SquadC9.jpg|thumb|none|600px|At a local construction sight, we find the rarely seen Minimi variant, the C9A2. Note the correct C77 marked ammo box underneath.]]<br />
[[file:SquadC9Scope.jpg|thumb|none|600px|Aiming down the tube reveals the same basic set-up as the earlier C7. Same post, same point, same hazy front sight that's out of focus.]]<br />
[[file:SquadC9Reload1.jpg|thumb|none|600px|And like the other FN Minimi variants, the same reload. Open top cover, check the feed tray...]]<br />
[[file:SquadC9Reload2.jpg|thumb|none|600px|Swap box, fit and feed belt, slap down top cover, continue forward.]]<br />
[[File:Squad C9A2 (1).jpg|thumb|none|600px|Right side of the C9, showing that it has a different receiver texture. Note the classic Diemaco green CAR stock and AN/PEQ-2 designator.]]<br />
<br />
==FN Minimi F89==<br />
As part of the V2.15 update, the [[FN Minimi]] is issued to the ADF Automatic Rifleman as the '''F89 Minimi'''. It mounts the EOTech 552 holographic sight.<br />
[[File:Minimi Standard 5.56 (2012).jpg|thumb|none|400px|FN Minimi Standard - 5.56x45mm NATO]]<br />
[[File:Squad F89 Minimi (1).jpg|thumb|none|600px|An Aussie looks over his F89 LMG. It appears to also have US rollmarks, and the 552 sight is cleverly marked as an "EchoTech."]]<br />
[[File:Squad F89 Minimi (2).jpg|thumb|none|600px|Aiming through said "EchoTech."]]<br />
[[File:Squad F89 Minimi (3).jpg|thumb|none|600px|Opening up the F89's top cover on a reload.]]<br />
[[File:Squad F89 Minimi (4).jpg|thumb|none|600px|Inspecting the chamber.]]<br />
[[File:Squad F89 Minimi (5).jpg|thumb|none|600px|Replacing the belt box.]]<br />
<br />
==L86A2 LSW==<br />
The [[L86A2|L86A2 LSW]] is unique in that it is available to the British Army marksman rather than the automatic rifleman, accurately portraying its usage as an interim marksman rifle. It feeds from 30-round box magazines, and comes with a SUSAT mounted. It unlocks earlier than the other British Army marksman option, the [[Squad#L129A1 Sharpshooter|L129A1]].<br />
[[Image:L86A2.jpg|thumb|none|400px|L86A2 LSW - 5.56x45mm NATO]]<br />
[[file:Squad l86a2 hold.jpg|thumb|none|600px|The L86A2 LSW in first person.]]<br />
[[file:Squad l86a2 aim.jpg|thumb|none|600px|Aiming with the SUSAT - sorry to disappoint if you were somehow expecting a different reticle.]]<br />
[[file:Squad l86a2 reload.jpg|thumb|none|600px|Reloading the L86A2 - the animation is similar to that of the [[Squad#Enfield SA80A2|L85A2]].]]<br />
<br />
==RPK==<br />
The [[RPK]] is available to the Insurgent automatic rifleman, and feeds from either 40-round box magazines or 75-round drum magazines. The former replaces the RPK-74 from the Insurgent arsenal, and unlocks earlier than the latter. <br />
[[Image:RPK right side.jpg|thumb|none|400px|RPK with cleaning rod removed, folded bipod and 40-round magazine - 7.62x39mm]]<br />
[[file:Squad rpk 40 hold.jpg|thumb|none|600px|The RPK in first person.]]<br />
[[file:Squad rpk 40 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad rpk 40 reload1.jpg|thumb|none|600px|Reloading the RPK while deployed - the insurgent automatic rifleman switches magazines...]]<br />
[[file:Squad rpk 40 charge.jpg|thumb|none|600px|...and pulls the charging handle.]]<br />
[[file:Squad rpk 40 reload2.jpg|thumb|none|600px|Reloading the RPK while undeployed - the animation is similar to that of the [[Squad#AKM|AKM]].]]<br />
[[file:Rpk_01_drum.jpg|thumb|none|400px|RPK with 75-round drum - 7.62x39mm]]<br />
[[file:Squad rpk 75 hold.jpg|thumb|none|600px|The RPK, with a 75-round drum, in first person.]]<br />
[[file:Squad rpk 75 reload.jpg|thumb|none|600px|Reloading the RPK while deployed.]]<br />
[[file:Squad rpk 75 reload2.jpg|thumb|none|600px|Reloading the RPK undeployed - the Insurgent automatic rifleman wrestles with the weight of the drum and RPK, and eventually finishes by yanking the charging handle back while still gripping the drum magazine.]]<br />
<br />
==RPK-74==<br />
The [[RPK-74]] is one of two light machine guns available to the Militia automatic rifleman, the other being the [[Squad#M249 SAW|M249 SAW]]. It feeds from 45-round box magazines, and unlocks earlier than the [[Squad#M249 SAW|latter]].<br />
[[file:Soviet_RPK-74.jpg|thumb|none|400px|RPK-74 with 45-round magazine - 5.45x39mm]]<br />
[[file:Squad rpk74 hold.jpg|thumb|none|600px|The RPK-74 in first person.]]<br />
[[file:Squad rpk74 aim.jpg|thumb|none|600px|"CURSE THE SUN" he screams, as he (somewhat pointlessly) threatens it with his RPK-74.]]<br />
[[file:Squad rpk74 reload1.jpg|thumb|none|600px|Reloading the RPK-74 while deployed.]]<br />
[[file:Squad rpk74 reload alt.jpg|thumb|none|600px|Reloading the RPK-74 while undeployed.]]<br />
<br />
==RPK-74M==<br />
The [[RPK-74M]] is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round polymer box magazines, unlike the bakelite ones used by the [[Squad#RPK-74|RPK-74]]. The automatic rifleman may choose between iron sights or a 1P78-2 Kashtan, the latter unlocking later than the former. Like the [[Squad#AK-74M|AK-74M]] above, the player holds the weapon by the magazine rather than by the handguard.<br />
[[file:Rpk74m.jpg|thumb|none|400px|RPK-74M with 45-round magazine - 5.45x39mm]]<br />
[[file:Squad rpk74m hold.jpg|thumb|none|600px|The RPK-74M in first person - note the grip of the left hand on the magazine.]]<br />
[[file:Squad rpk74m aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad rpk74m reload.jpg|thumb|none|600px|Reloading the RPK-74M while undeployed.]]<br />
[[file:Squad rpk74m 1p78 deploy.jpg|thumb|none|600px|The RPK-74M, with a 1P78-2 Kashtan mounted, in first person.]]<br />
[[file:Squad rpk74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-2 Kashtan - it was never explicitly stated that it was the 1P78-2 variant (in fact it's likely the same 3D model as the 1P78-1 used on the AK-74M), but it can be inferred since it is calibrated for the RPK-74M after all.]]<br />
<br />
==RPD==<br />
Added in V2.0, the [[RPD|RPD light machine gun]] appears as a replacement for the RPK in the Fire Support role Automatic Rifleman class.<br />
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD - 7.62x39mm]]<br />
[[file:SquadRPD.jpg|thumb|none|600px|The RPD in-game. Like the heavier machine guns, it's carried at a low ready-ish position.]]<br />
[[file:SquadRPDIrons.jpg|thumb|none|600px|Aiming down the sights, adjustable all the way to 1000 meters.]]<br />
[[file:SquadRPDReload1.jpg|thumb|none|600px|After dumping 100 rounds of 7.62x39 with reckless abandon, reloading begins by cracking open the top cover and running the bolt.]]<br />
[[file:SquadRPDReload2.jpg|thumb|none|600px|Before swapping the drums. A nice touch, the tab that holds the drums in place is actuated when the drum is swapped.]]<br />
[[file:SquadRPDReload3.jpg|thumb|none|600px|With the drums swapped, the belt is finally fed into the gun.]]<br />
<br />
==QJB-95-1==<br />
The [[QJB-95-1]] is issued to regular PLA Automatic Riflemen kits.<br />
[[File:QBB95-1.jpg|thumb|none|400px|QJB-95-1 - 5.8x42mm]]<br />
[[File:Squad QJB-95 (1).jpg|thumb|none|600px|A Chinese Automatic Rifleman with the YMA-scoped QJB-95-1 out in the not-Gobi desert.]]<br />
[[File:Squad QJB-95 (2).jpg|thumb|none|600px|The YMA's reticle.]]<br />
[[File:Squad QJB-95 (3).jpg|thumb|none|600px|Inspecting the 75-round drum mag.]]<br />
[[File:Squad QJB-95 (4).jpg|thumb|none|600px|Locking one in on the reload. Note that it manages to lock the bolt back.]]<br />
[[File:Squad QJB-95 (5).jpg|thumb|none|600px|Charging the QJB-95.]]<br />
[[File:Squad QJB-95 (6).jpg|thumb|none|600px|The QJB-95-1 deployed on a HESCO sand crate.]]<br />
<br />
==QJY-88==<br />
In addition, the [[QJY-88]] is used by the PLA's Machinegunner role. <br />
[[File:Type88gpmg1.jpg|thumb|400px|none|QJY-88 with scope, ammo box, and tripod - 5.8x42mm]]<br />
[[File:Squad QJY-88 (1).jpg|thumb|none|600px|A Chinese support gunner with the QJY-88 held in the low ready.]]<br />
[[File:Squad QJY-88 (2).jpg|thumb|none|600px|Deploying the MG upon a wood crate.]]<br />
[[File:Squad QJY-88 (3).jpg|thumb|none|600px|The view through the offset optic.]]<br />
[[File:Squad QJY-88 (4).jpg|thumb|none|600px|Changing out the QJY's 200-round belt boxes.]]<br />
[[File:Squad QJY-88 (5).jpg|thumb|none|600px|Snaking in a new belt.]]<br />
[[File:Squad QJY-88 (6).jpg|thumb|none|600px|Then right-handing the top cover down.]]<br />
[[File:Squad QJY-88 (7).jpg|thumb|none|600px|Working the RPD-like charging handle; here it is pressed back up at the end.]]<br />
<br />
=Medium Machine Guns=<br />
==M240B==<br />
The [[M240B]] is available to the US Army machine gunner, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be a balance consideration. It comes with an M145 MGO mounted. <br />
[[File:M240-1.jpg|thumb|none|400px|M240B - 7.62x51mm NATO]]<br />
[[File:Squad m240b hold.jpg|thumb|none|600px|The M240B in first person.]]<br />
[[File:Squad m240b aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]<br />
[[File:Squad m240b reload2.jpg|thumb|none|600px|Reloading the M240B - the gunner racks the charging handle, then lifts the feed cover and feed tray for a quick inspection...]]<br />
[[File:Squad m240b reload3.jpg|thumb|none|600px|...attaches a new enchanted ammo bag with extra capacity...]]<br />
[[File:Squad m240b reload4.jpg|thumb|none|600px|...closes the tray and loads the new belt on top...]]<br />
[[File:Squad m240b reload6.jpg|thumb|none|600px|...and closes the feed cover at last.]]<br />
<br />
==M240G==<br />
The V3.0 update introduced the [[M240G]] for the Marines. It is issued to the USMC machine gunner kit, and is mounted on most of the Marines' vehicles. It mounts a Trijicon TA11H-308 Machine Gun Optic. <br />
[[File:Fn mag g.jpg|thumb|none|400px|USMC M240G - 7.62x51mm NATO]]<br />
[[File:Squad M240G (1).jpg|thumb|none|600px|The 240 Golf deployed up on a railroad depot.]]<br />
[[File:Squad M240G (2).jpg|thumb|none|600px|Contrasting the SDO reticle against the overcast skies.]]<br />
[[File:Squad M240G (3).jpg|thumb|none|600px|Idling reveals the right side of the M240G.]]<br />
[[File:Squad M240G (4).jpg|thumb|none|600px|Reloads are identical to the other MAG variants.]]<br />
<br />
==FN MAG 58==<br />
The [[FN MAG 58]] appears in ''Squad'' posing as the British [[L7 Machine Gun|L7A2 GPMG]] and as the Canadian [[FN MAG|C6 GPMG]] (appearing originally as the "C6A2," now as the "C6 FLEX"). It is available to the British and Canadian machine gunners, and feeds from enchanted cloth ammo bags, similar to the [[Squad#M240B|M240B]] above. It also has a railed feed cover similar to that of the M240B, which the actual L7A2 or C6 does not have. Rather, the actual L7A2 has a distinct bracket screwed to the left side of the receiver for mounting optics. It also has a unique and distinctly-shaped carry handle.<br />
It also appears for the Aussies as the ''Mag58'' and normally is only found on the Defence Force's vehicles, though it appears as a replacement for the Maximi on the Chora RAAS v3 map alongside the classic F88 Austeyr. <br />
[[File:FNMAG.jpg|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]]<br />
[[file:L7a2 gpmg left.jpg|thumb|none|400px|Actual L7A2 General Purpose Machine Gun, for comparison. - 7.62x51mm NATO]] <br />
[[File:Squad l7a2 hold.jpg|thumb|none|600px|The FN MAG 58 in first person - note the carry handle; the one on the L7A2 has a different shape.]]<br />
[[File:Squad l7a2 aim.jpg|thumb|none|600px|Aiming down the sights, zeroed at 100m by default - zeroing up to 800 meters adjusts the slide and raises the tangent rear sight, and zeroing beyond 800m flips up the rear sight and uses the alternate rear sights, which is raised when the zeroing continues to go up, up to 1800m.<!--Please help with terminology fixing-->]]<br />
[[File:Squad l7a2 reload 1.jpg|thumb|none|600px|Reloading the FN MAG 58 - the animation is similar to that of the [[Squad#M240B|M240B]], just without the optic on top.]]<br />
[[File:Squad l7a2 reload 2.jpg|thumb|none|600px|Closing the feed cover - note the railed feed cover and the exposed barrel.]]<br />
[[File:Squad l7a2 receiver.jpg|thumb|none|600px|Taking a closer look at the left side of the receiver with free look - note the absence of the mounting bracket, a distinct feature of the L7A2 GPMG. While it is detachable, doing so would leave 4 noticeable screw holes.]]<br />
[[File:Squad C6 (1).jpg|thumb|none|600px|Hoisting up the C6 FLEX GPMG out around the "HASCO" defenses at the Basra airfield. Note the CADPAT green belt sack.]]<br />
[[File:SquadC6.jpg|thumb|none|600px|The C6 set up on the wall, sharing pretty much every bit of the L7's model.]]<br />
[[File:SquadC6Sights.jpg|thumb|none|600px|Including the same sights, plus the flip up ones.]]<br />
[[File:Squad C6 (2).jpg|thumb|none|600px|Pulling the bolt back after discharging out the whole belt.]]<br />
[[File:SquadC6Reload.jpg|thumb|none|600px|And the same animation of opening the top cover...]]<br />
[[File:SquadC6Reload2.jpg|thumb|none|600px|And seating the belt.]]<br />
[[File:Squad C6 (3).jpg|thumb|none|600px|A C6 FLEX atop the loader's hatch on the Canadian Leopard 2A6M. The stock should actually be polymer black-colored as part of the FLEX upgrade program.]]<br />
[[File:Squad MAG 58 (1).jpg|thumb|none|600px|A deployed ADF MAG 58. The rear sight is set to 900m and has the rear leaf deployed.]]<br />
[[File:Squad MAG 58 (2).jpg|thumb|none|600px|Aiming with the long-distance sight. It can dial out to 1800 meters.]]<br />
[[File:Squad MAG 58 (3).jpg|thumb|none|600px|Right side of the FN MAG.]]<br />
<br />
==FN Maximi==<br />
The 7.62 variant of the [[FN Minimi]] is the MMG/GPMG normally issued to the ADF Machine Gunner kit.<br />
[[File:MK48.jpg|thumb|none|400px|Mk 48 Mod 0 - 7.62x51mm NATO]]<br />
[[File:Squad Maximi (1).jpg|thumb|none|600px|Getting a look at the right side of the Maximi along the highway to Al-Basrah.]]<br />
[[File:Squad Maximi (2).jpg|thumb|none|600px|And the Maximi as held from at the low-ready. It lacks the STANAG magwell.]]<br />
[[File:Squad Maximi (3).jpg|thumb|none|600px|Popping open the bipod and setting the MG on a jersey barrier.]]<br />
[[File:Squad Maximi (4).jpg|thumb|none|600px|Aiming with the ELCan skyward.]]<br />
[[File:Squad Maximi (5).jpg|thumb|none|600px|Locking the bolt back at the beginning of an empty reload.]]<br />
[[File:Squad Maximi (6).jpg|thumb|none|600px|Reloading the Maximi.]]<br />
[[File:Squad Maximi (8).jpg|thumb|none|600px|The reload as seen undeployed, which gives a good view of the forend setup and vertical grip.]]<br />
<br />
==PKM==<br />
The [[PKM]] is available to the Insurgents and Militia machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. <br />
[[File:HungarianPKM.jpg|thumb|none|400px|PKM - 7.62x54mmR]]<br />
[[File:Squad pkm draw.jpg|thumb|none|600px|Drawing the PKM - as with the other medium machine guns, the weapon is lowered immediately upon drawing. Also note the ammo belt dangling off of the left side; the 7.62x54mmR ammo belts are non-disintegrating, and the firing animations in ''Squad'' correctly animate it as such (though animations that interact with the belt, such as reloads, always show it at a very short length to simplify the animation).]]<br />
[[File:Squad pkm aim.jpg|thumb|none|600px|Aiming down the sights - using the slider, the sights zero up to 1500m.]]<br />
[[File:Squad pkm reload1.jpg|thumb|none|600px|Reloading the PKM - the Insurgent gunner opens the feed cover...]]<br />
[[File:Squad pkm reload2.jpg|thumb|none|600px|...flips the feed tray up and down...]]<br />
[[File:Squad pkm reload3.jpg|thumb|none|600px|...tilts the PKM to the right to load a new 100-round box...]]<br />
[[File:Squad pkm reload4.jpg|thumb|none|600px|...loads the new belt onto the feed tray...]]<br />
[[File:Squad pkm reload6.jpg|thumb|none|600px|...and pulls the charging handle after closing the feed cover.]]<br />
<br />
==PKP Pecheneg==<br />
The [[PKP Pecheneg]] is available to the Russian Ground Forces machine gunner, and feeds from 100-round ammo boxes with non-disintegrating links, similar to the [[Squad#PKM|PKM]] above. It comes with a 1P78 Kashtan mounted, but in reality the 1P78 Kashtans are calibrated for 5.45x39mm and 7.62x39mm rifles and machine guns. A better and more likely scenario would be a 1P77 scope, designed to be mounted on the PKMN and PKP Pecheneg.<br />
[[File:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]]<br />
[[File:Squad pkp draw.jpg|thumb|none|600px|Drawing the PKP Pecheneg - note the markings on the feed cover, which are similar to those of the PKM, and the in-game designation for "- 1p78" where it should be "+ 1P78".]]<br />
[[File:Squad pkp aim.jpg|thumb|none|600px|Aiming with the 1P78 Kashtan - I'd be impressed if you still expected anything different.]]<br />
[[File:Squad pkp reload 1.jpg|thumb|none|600px|Reloading the PKP Pecheneg - the gunner flips the scope down and opens the feed cover...]]<br />
[[File:Squad pkp reload 3.jpg|thumb|none|600px|...loads a new box after inspecting the feed tray...]]<br />
[[File:Squad pkp reload 5.jpg|thumb|none|600px|...closes the feed cover after loading a new belt, giving a good view of the handle on the barrel...]]<br />
[[File:Squad pkp reload 6.jpg|thumb|none|600px|...pulls the charging handle...]]<br />
[[File:Squad pkp reload 7.jpg|thumb|none|600px|...and flips the scope back up.]]<br />
<br />
==MG3==<br />
Added in V1.0 with the MEA, the [[MG3]] appears as the faction's GPMG of choice. It's used by the Machine Gunner class, fitted with a ELCAN scope and it's also fitted to a variety of the faction's vehicles.<br />
[[Image:MG 3.jpg|thumb|none|450px|MG3 Machine Gun - 7.62x51mm NATO]]<br />
[[File:SquadMG3.jpg|thumb|none|600px|Alongside this heavy ordnance, comes a very potent bit of heavy ordnance. The MG3.]]<br />
[[File:SquadMG3Irons.jpg|thumb|none|600px|The sight down the mounted ELCAN scope, revealing a vintage reticle. But you know this because what you want with a videogame MG3...]]<br />
[[File:SquadMG3BEES.jpg|thumb|none|600px|IS THE BEES.]]<br />
[[File:SquadMG3Reload.jpg|thumb|none|600px|After 100 rounds of bees fired mostly into the sky, the reload starts with a charge of the handle and an opening of the top cover.]]<br />
[[File:SquadMG3Reload2.jpg|thumb|none|600px|And a replaced box, new belt and a slapping down of said top cover.]]<br />
[[File:Squad MG3 Samir (1).jpg|thumb|none|600px|Getting behind the MG3 mounted on the MEA Simir jeep - the gunner racks the charging handle.]]<br />
[[File:Squad MG3 Samir (2).jpg|thumb|none|600px|The mounted MG3 ready to rip.]]<br />
[[File:Squad MG3 Samir (3).jpg|thumb|none|600px|Aiming with this version's distinct iron sights.]]<br />
[[File:Squad MG3 Samir (4).jpg|thumb|none|600px|Loading in a new 7.62 NATO belt.]]<br />
<br />
=Sniper Rifles=<br />
==M110 SASS== <br />
The [[M110 SASS]] is available to the US Army marksman, and feeds from 20-round box magazines. It comes with a Leupold Mk 4 scope mounted. Usable bipods were added to the M110 (and the L129A1 below) in Alpha 14, and the M110 received a AN/PEQ-15 device mounted on the three-o'clock rail position.<br />
[[file:M110_ECP_Right_Bipod.jpg|thumb|none|400px|M110 SASS with Leupold Mk4 scope - 7.62x51mm]] <br />
[[file:Squad m110 hold.jpg|thumb|none|600px|The M110 SASS in first person.]]<br />
[[file:Squad_m110_scope.jpg|thumb|none|600px|Aiming with the Leupold Mk 4.]]<br />
[[file:Squad_m110_chamber_check.jpg|thumb|none|600px|As with the [[Squad#M4A1|M4A1]], the marksman checks the chamber before reloading. An interesting added procedure is the rifle is safed during the reload.]]<br />
[[file:Squad_m110_reload.jpg|thumb|none|600px|Inserting a new magazine - note the KAC logo and the protruding bolt catch, indicating that the bolt is locked open.]]<br />
[[file:Squad m110 reload3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]<br />
[[File:Squad M110 (1).jpg|thumb|none|600px|The post Update 14 M110 SASS with its full kit.]]<br />
[[File:Squad M110 (2).jpg|thumb|none|600px|Deploying the bipod.]]<br />
<br />
==L129A1 Sharpshooter==<br />
The [[LMT rifle series|L129A1 Sharpshooter]] is one of two weapons available to the British Army marksman, the other being the [[Squad#L86A2 LSW|L86A2 LSW]]. It feeds from 20-round box magazines, and comes with a Trijicon TA648-RMR-UKS mounted (minus the RMR). It unlocks later than the latter.<br />
[[file:LMTSharpshooter.jpg|thumb|none|400px|L129A1 Sharpshooter - 7.62x51mm NATO]] <br />
[[file:Squad l129a1 hold.jpg|thumb|none|600px|The L129A1 in first person.]]<br />
[[file:Squad l129a1 aim.jpg|thumb|none|600px|Aiming with the TA648-RMR-UKS.]]<br />
[[file:Squad l129a1 reload 1.jpg|thumb|none|600px|As with the [[Squad#M110 SASS|M110 SASS]], the marksman checks the chamber before reloading - note the Magpul PMAG magazine.]]<br />
[[file:Squad l129a1 reload 2.jpg|thumb|none|600px|Inserting a new magazine - note both the LMT logo and the protruding bolt catch, the latter indicating that the bolt is locked open.]]<br />
[[file:Squad l129a1 reload 3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]<br />
[[File:Squad L129A1 (1).jpg|thumb|none|600px|The updated L129A1 with a Harris bipod.]]<br />
<br />
==C14 Timberwolf==<br />
The [[C14 Timberwolf]] is available to the Canadian Army sniper, and feeds from 5-round box magazines. It comes with a Schmidt & Bender PMII scope mounted and has a deployable bipod.<br />
[[file:C14MRSWS.jpg|thumb|none|400px|PGW C14 Timberwolf with Harris bipod - .338 Lapua Magnum]]<br />
[[File:Squad C14 (1).jpg|thumb|none|600px|The equip/unequip animations of the C14 involve flicking its safety lever.]]<br />
[[file:SquadC14.jpg|thumb|none|601px|Perched upon a rock with Squad's first proper bolt action sniper rifle.]]<br />
[[file:SquadC14Scope.jpg|thumb|none|601px|Aiming with the C14's scope, a standard mil-dot with a red center dot. In earlier versions of the game, the muzzle brake was incorrectly visible through the scope; this has been fixed.]]<br />
[[File:Squad C14 (2).jpg|thumb|none|600px|Deploying the Harris bipod.]]<br />
[[file:SquadC14Reload1.jpg|thumb|none|601px|Reloading the C14 by swapping the 5 rounder mag.]]<br />
[[file:SquadC14Reload2.jpg|thumb|none|601px|Before opening and closing the bolt to feed a fresh round.]]<br />
<br />
==Heckler & Koch HK417==<br />
Introduced with the V2.15 update, the [[Heckler & Koch HK417]] is issued to the Australian sharpshooter. It is fitted with the same Trijicon TA648-308 scope as the UK's L129A1, and has a vertical grip and usable Harris bipod. The magwell has "F 417" inscribed on it despite the in-game menu name being "HK417," and the ADF officially refers to it by the commercial HK name without the "F" prefix.<br />
[[File:HK417 16.jpg|thumb|none|400px|Heckler & Koch HK417 with 16" barrel - 7.62x51mm NATO]]<br />
[[File:Squad HK417 (1).jpg|thumb|none|600px|Setting up on a balcony with the HK417.]]<br />
[[File:Squad HK417 (2.jpg|thumb|none|600px|Holding the 417 at the hip.]]<br />
[[File:Squad HK417 (3).jpg|thumb|none|600px|Aiming the ACOG at a wall to give the reticle something clean to contrast against.]]<br />
[[File:Squad HK417 (4).jpg|thumb|none|600px|Upon empty, the marksman checks the HK417's empty chamber.]]<br />
[[File:Squad HK417 (5.jpg|thumb|none|600px|Loading in a new 20-round magazine.]]<br />
[[File:Squad HK417 (6).jpg|thumb|none|600px|And giving the bolt release a civilized tap.]]<br />
[[File:Squad HK417 (7).jpg|thumb|none|600px|Extending the Harris bipod.]]<br />
<br />
==SVD==<br />
The [[SVD Dragunov|SVD]] is the available to the Russian Ground Forces, Insurgents and Militia marksman classes, and feeds from 10-round box magazines. It comes with a PSO-1 mounted, and its backup iron sights are unusable. It comes with more spare magazines than the [[Squad#M110 SASS|M110 SASS]] and [[Squad#L129A1 Sharpshooter|L129A1]] to compensate for its smaller magazine capacity.<br />
<br />
The Russian Ground Forces marksman used a SVD kitted out with what seemed to be wooden furniture that has been painted black to be disguised as polymer in an attempt to mimic the post-1994 model with polymer furniture currently in service. It also does not use the correct stock, receiver and handguard model. It goes by "SVDM" in game, even though it does not look remotely like its namesake, which is in fact a modernized variant with a folding stock and a railed upper receiver. It also noticeably uses the original PSO-1 model, distinguishable by its infrared (IR) switch, which is absent in the PSO-1M2, the current variant in service.<br />
[[file:SVD_Rifle.jpg|thumb|none|400px|SVD - 7.62x54mmR]]<br />
[[file:Squad svd hold.jpg|thumb|none|600px|The SVD in first person.]]<br />
[[file:Squad svd aim.jpg|thumb|none|600px|Aiming with the PSO-1 - the PSO-1 zeroes up to 1km.]]<br />
[[file:Squad svd reload1.jpg|thumb|none|600px|Reloading the SVD - note the bolt accurately locking back on an empty magazine.]]<br />
[[file:Squad svd reload2.jpg|thumb|none|600px|Releasing the bolt to chamber a round.]]<br />
[[file:SVDpost1993.jpg|thumb|none|400px|SVD (post '90s variant) for comparison - 7.62x54mmR]]<br />
[[file:Squad svd ru hold.jpg|thumb|none|600px|The Russian Marksman's SVD, in first person - note the ribbed receiver cover (the polymer variant uses a reinforced smooth cover) and the protruding IR switch below the elevation adjustment knob of the PSO-1 (it would be a flat disc on the PSO-1M2).]]<br />
[[file:Squad svd ru reload.jpg|thumb|none|600px|A quick glance at the right of the Russian Marksman's SVD reveals that it was but a prank, it was really just recoloured wood instead of polymer - also note the lightening cut on the magazine well that wouldn't be present on the polymer variant.]]<br />
<br />
===SVDM===<br />
Beta 21 replaced the above "SVDM" with a correctly modeled, modern Kalashnikov Concern [[SVDM]] for the Russian Ground Forces. The SVDM features a usable bipod and uses the 1P88 scope.<br />
[[File:SVDM.jpg|thumb|none|400px|SVDM - 7.62x54mm R]]<br />
[[File:Squad SVDM (1).jpg|thumb|none|600px|Freelooking at the new SVDM.]]<br />
[[File:Squad SVDM (2).jpg|thumb|none|600px|The view through the 8x 1P88 scope - the reticle lines were thickened with the V2.0 update.]]<br />
[[File:Squad SVDM (3).jpg|thumb|none|600px|Reloading in the same manner as its older predecessor.]]<br />
[[File:Squad SVDM (4).jpg|thumb|none|600px|Pinky-pulling the charging handle to send the bolt into battery.]]<br />
[[File:Squad SVDM (5).jpg|thumb|none|600px|Deploying the SVDM's bipod.]]<br />
[[File:Squad SVDM (6).jpg|thumb|none|600px|The SVDM on the ground, in idle.]]<br />
[[File:Squad SVDM (7).jpg|thumb|none|600px|Magazine swaps a redone with the left hand, AK-like, while deployed.]]<br />
[[File:Squad SVDM (8).jpg|thumb|none|600px|The deployed rechamber animation.]]<br />
<br />
==QBU-88==<br />
As part of the V4.0 Update, the Chinese Marksman kit uses the [[QBU-88]] semiautomatic sniper rifle.<br />
[[File:Qbu-88-0.jpg|thumb|400px|none|QBU-88 - 5.8x42mm]]<br />
[[File:Squad QBU-88 (1).jpg|thumb|none|600px|A PLA marksman pulls up his QBU-88. As this never had a -1 variation, the safety is still located back ahead of the magazine and is flicked off with the right hand.]]<br />
[[File:Squad QBU-88 (2).jpg|thumb|none|600px|On the lookout for waterfowl at the marsh with the QBU. Here, the China-Clamp grip is visible.]]<br />
[[File:Squad QBU-88 (3).jpg|thumb|none|600px|Getting a high-contrast view of the QBU's scope against the sky.]]<br />
[[File:Squad QBU-88 (4).jpg|thumb|none|600px|Reloading the short ten-round mag. Here, the special 5.8 loading is visible.]]<br />
[[File:Squad QBU-88 (5).jpg|thumb|none|600px|And it rechambers with an underhand tug, tacticool style.]]<br />
[[File:Squad QBU-88 (6).jpg|thumb|none|600px|Extending the bipod.]]<br />
<br />
=Grenade Launchers=<br />
Grenade Launchers are available to the grenadier class. They all have arming distances to mirror those in real life.<br />
<br />
All grenade launchers come with 10 high explosive rounds and 2 white, red and blue smoke marker rounds each.<br />
<br />
==GP-25==<br />
The [[GP-series grenade launcher#GP-25|GP-25]] Kostyor is the available to the Russian Ground Forces, Insurgent and Militia grenadiers, and is mounted to their AK-74M, AKM and AK-74 respectively. Like its real life counterpart, the grenadier's primary weapon is also issued with a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe and loads a round into his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.<br />
[[file:Gp-25_1.jpg|thumb|none|400px|GP-25 - 40mm]] <br />
[[file:Squad gp25 ak74 hold.jpg|thumb|none|600px|The GP-25, mounted to a AK-74, in first person.]]<br />
[[file:Squad gp25 akm hold.jpg|thumb|none|600px|The GP-25, mounted to an AKM, in first person.]]<br />
[[file:Squad gp25 ak74m hold.jpg|thumb|none|600px|The GP-25, mounted to an AK-74M, in first person.]]<br />
[[file:Squad_gp25_sights.jpg|thumb|none|600px|Aiming down the sights - the GP-25 sights by default zero at 50m, and can be adjusted to 100m, 200m, 300m, 400m, and 500m in direct fire mode. It can also switch to indirect fire (high fire) mode by scrolling beyond the 500m zeroing, in which case the two distances available are 200m and 300m.]]<br />
[[file:Squad_gp25_reload.jpg|thumb|none|600px|Loading a VOG-25 frag grenade.]]<br />
[[file:Squad gp25 white.jpg|thumb|none|600px|Loading a white smoke grenade...]]<br />
[[file:Squad gp25 blue.jpg|thumb|none|600px|...a blue smoke grenade...]]<br />
[[file:Squad gp25 red.jpg|thumb|none|600px|...and a red smoke grenade. - The real Russian 40mm caseless grenades generally only produce white smoke, and most of them, like the GDM-40, GD-40, or the GRD-40, look very different from the VOG-25.]]<br />
<br />
==M203A2==<br />
The [[M203 grenade launcher|M203A2]] is available to Grenadiers of the US and Canadian Armies, mounted on the [[Squad#M4 Carbine|M4 Carbine]] and the C7A2 respectively. It is able to fire M433 HEDP rounds or, similar to the [[Squad#GP-25 Grenade Launcher|GP-25]], red, blue and white smoke rounds. Upon selecting the M203A2, the player flips the leaf sight up and loads a round, and when switching back to his rifle, he empties the launcher of any shells and flips the sight down. <br />
<br />
Note that there are no blue smoke rounds for the M203 in reality; there are only M713 red, M714 white, M715 greens, and M716 yellow smoke rounds.<br />
[[File:M4 Carbine with M203 Grenade Launcher.jpg|thumb|none|400px|M4 Carbine with M203 Grenade Launcher - 40mm]]<br />
[[file:Squad m203 hold.jpg|thumb|none|600px|The M203A2, mounted on the M4 Carbine, in first person view.]]<br />
[[file:Squad_m203_sights.jpg|thumb|none|600px|Aiming with the leaf sight.]]<br />
[[file:Squad_m203_loading.jpg|thumb|none|600px|Loading a M433 HEDP round.]]<br />
[[file:Squad m203 white.jpg|thumb|none|600px|Loading a M714 Ground Marker round.]]<br />
[[File:Squad C7A2 M203A2 (1).jpg|thumb|none|600px|An M203A2 slung under the C7A2 rifle, a unique setup with the original upper handguard still retained.]]<br />
[[File:Squad C7A2 M203A2 (2).jpg|thumb|none|600px|Using the Canadian M203.]]<br />
[[File:Squad C7A2 M203A2 (3).jpg|thumb|none|600px|Aiming through its distinct sight - it adjusts from 50m to 300m, here set at 100 to make the front post a bit more visible.]]<br />
<br />
==L123A2 UGL==<br />
The [[Heckler & Koch AG grenade launcher series#L123|Heckler & Koch AG-SA80]] appears in game under the better-known British designation "L123A2", and is available to the British Army grenadier, mounted to his [[Squad#Enfield SA80A2|L85A2]]. Like the [[Squad#Knight's Armament M203A1|M203A1]], it can fire M433 HEDP rounds or red, blue and white smoke rounds.<br />
[[File:L85A2 with L123A2 UBGL.jpg|thumb|none|400px|L85A2 fitted with underslung L123A2 grenade launcher - 5.56x45mm, 40x46mm]]<br />
[[file:Squad l123a2 hold.jpg|thumb|none|600px|The L123A2, mounted on the L85A2, in first person view.]]<br />
[[file:Squad l123a2 aim.jpg|thumb|none|600px|Aiming with the leaf sight.]]<br />
[[file:Squad l123a2 exp.jpg|thumb|none|600px|Loading a M433 HEDP round.]]<br />
[[file:Squad l123a2 white.jpg|thumb|none|600px|Once more, same as before - loading in white smoke round...]]<br />
[[file:Squad l123a2 blue.jpg|thumb|none|600px|...a blue smoke round....]]<br />
[[file:Squad l123a2 red.jpg|thumb|none|600px|...and a red smoke round.]]<br />
<br />
==Heckler & Koch HK79==<br />
MEA Grenadiers use G3 battle rifles with underslung [[Heckler & Koch HK69A1|Heckler & Koch HK79]] 40mm launchers.<br />
[[File:HK33HK79.jpg|thumb|none|400px|Heckler & Koch HK79 40mm mounted on [[Heckler & Koch HK33|Heckler & Koch HK33A2]] 5.56x45mm]]<br />
[[File:SquadHK79.jpg|thumb|none|600px|High in the guard tower, sits the G3 with the underslug HK79 bloop tube.]]<br />
[[File:SquadHK79Irons.jpg|thumb|none|600px|Aiming down the side mounted sights, adjustable for all ranges.]]<br />
[[File:SquadHK79IronsKaboom.jpg|thumb|none|600px|Including that one.]]<br />
[[File:SquadHK79Reload.jpg|thumb|none|600px|Cracking open the tube to remove the spent round.]]<br />
[[File:SquadHK79Reload2.jpg|thumb|none|600px|And popping in a new shell.]]<br />
<br />
==Thales SL40==<br />
The ADF's Grenadier is issued with the EF88 + SL40 grenade launcher. It is paired with a Trijicon RMR for its sighting system.<br />
[[File:Thales F90MBR SL40.jpg|thumb|none|400px|Thales F90MBR with SL40 - 5.56x45mm and 40x46mm]]<br />
[[File:Squad SL40 (1).jpg|thumb|none|600px|Flicking the safety off when switching to the SL40.]]<br />
[[File:Squad SL40 (2).jpg|thumb|none|600px|The SL40 in use.]]<br />
[[File:Squad SL40 (3).jpg|thumb|none|600px|Aiming with the RMR sight.]]<br />
[[File:Squad SL40 (4).jpg|thumb|none|600px|Reloading the SL40 - removing the spent casing.]]<br />
[[File:Squad SL40 (5).jpg|thumb|none|600px|And in with a new one.]]<br />
<br />
==QLG-10A==<br />
For the PLA, the [[QLG-10A]] caseless grenade launcher is used in conjunction with the QBZ-95-1 for their Grenadier kits.<br />
[[File:QBZ95-1GL.jpg|thumb|none|400px|QBZ-95-1 with QLG-10A grenade launcher - 5.8x42mm / 35mm]]<br />
[[File:Squad QLG-10 (1).jpg|thumb|none|600px|The QBZ-95-1 with the YMA scope and QLG-10 active.]]<br />
[[File:Squad QLG-10 (2).jpg|thumb|none|600px|Aiming at about 100m. It dials from 50 to 400 meters.]]<br />
[[File:Squad QLG-10 (3).jpg|thumb|none|600px|Loading a caseless round into the QLG.]]<br />
<br />
=Rocket Launchers=<br />
Rocket launchers are available for the anti-tank classes. They are single-shot weapons that are primarily for taking down vehicles, and have backblast modelled. Care must be taken to avoid accidentally hurting or flat out incapacitating friendlies behind the user when firing. Like grenade launchers, all rocket launchers have arming distances for gameplay purposes, regardless of whether the weapon has them in real life or not.<br />
<br />
==Carl Gustaf M2==<br />
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M2|Carl Gustaf M2]] appears in ''Squad'' as the "Carl Gustav M2 + No78Mk1". It is available to the Canadian Army heavy anti-tank class and comes with 2 high-explosive anti-tank (HEAT) warheads and a single tandem charge warhead. It is also used by the Australian HAT kit.<br />
[[file:CarlGustavM2.jpg|thumb|none|400px|Carl Gustaf M2 - 84x246mm R]]<br />
[[file:SquadM2.jpg|thumb|none|600px|Equipping the M2 starts similar to its brother the MAAWS by loading in the first round - here, an antipersonnel shell.]]<br />
[[File:Squad M2CG (1).jpg|thumb|none|600px|About to pull the blast nozzle/breech/Venturi cone closed.]]<br />
[[file:SquadM2Gustav.jpg|thumb|none|600px|The M2 Gustav in all its vintage glory.]]<br />
[[file:SquadM2GustavScope.jpg|thumb|none|600px|That vintage look extends to the very basic scope in comparison to the M3 below.]]<br />
[[file:SquadM2GustavReload.jpg|thumb|none|600px|Loading a tandem antitank warhead.]]<br />
[[file:SquadM2GustavReload2.jpg|thumb|none|600px|And, finally, the HEAT shell.]]<br />
<br />
==Carl Gustaf M3==<br />
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M3|Carl Gustaf M3]] appears in ''Squad'' under the US Army designation "M3 MAAWS", available to the US heavy anti-tank class. It comes with 2 HEAT warheads (although the AT tandem is another choice) plus 2 smoke rounds. <br />
[[file:CarlGustavM3.jpg|thumb|none|400px|Carl Gustaf M3 - 84x246mm R]]<br />
[[file:SquadMAAWSdraw.jpg|thumb|none|600px|Equipping the MAAWS starts with loading the launcher, in this case, with the 84mm HEDP round.]]<br />
[[file:SquadMAAWS.jpg|thumb|none|600px|Bringing the M3 to shoulder.]]<br />
[[file:SquadMAAWSscope.jpg|thumb|none|600px|Aiming the MAAWS skyward to get a clear look at the reticle. The chevron in the center is for 100 meters, with a mix of drop compensators below it.]]<br />
[[file:SquadMAAWSreload.jpg|thumb|none|600px|About to put in a smoke shell.]]<br />
[[file:SquadMAAWSreload2.jpg|thumb|none|600px|Lastly, the tandem warhead similar to the Canadian one seen above.]]<br />
[[File:Squad M3 MAAWS (1).jpg|thumb|none|600px|Locking the breech in place.]]<br />
<br />
==M72A7 LAW==<br />
The [[M72 LAW|M72A7 LAW]] is available to the US Army and British Army light and heavy anti-tank as a disposable launcher. The light anti-tank carries only one launcher instead of two as of the current build, but may be equipped with a [[Squad#M67 Frag Grenade|M67]] or [[Squad#L109A1 Frag Grenade|L109A1]] respectively to make up for the reduced firepower. Bizarrely, the heavy anti-tank use them as a secondary launcher to their [[Squad#Saab Bofors Dynamics AT4-CS|AT4-CS]] launchers.<br />
<br />
Note that the British Army does not use M72A7s, but rather the further upgraded M72A9 variant (though the two variants are visually very similar), designated as the "L72A9 Light Anti-Structure Munition (LASM)". As its designation implies, its warhead is designed to be used for bunker-busting rather than for anti-tank applications. Additionally, this launcher is an interim launcher to make up for the shortfall of [[MATADOR|L2A1 ASMs]]. The LAW is also issued to the Canadian and Australian forces.<br />
<br />
[[File:M72A7 LAW.jpg|thumb|none|400px|M72A7 LAW with rocket - 66mm]]<br />
[[file:Squad law hold.jpg|thumb|none|600px|The M72A7 LAW in first person.]]<br />
[[file:squad_m72law_deploying.jpg|thumb|none|600px|Deploying the M72 LAW.]]<br />
[[file:squad_m72law_sights.jpg|thumb|none|600px|Aiming down the sights. The sights can be zeroed up to 400m.]]<br />
<br />
==Mk 153 SMAW==<br />
The [[Mk 153 SMAW]] is issued to the USMC HAT class. It has both HEAT and AP warheads, and as with ''[[Project Reality]]'', the spotting rifle is also usable.<br />
[[File:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]<br />
[[File:Squad SMAW (1).jpg|thumb|none|600px|Equipping the SMAW in the amphib's well deck - the rear half/warhead is loaded.]]<br />
[[File:Squad SMAW (2).jpg|thumb|none|600px|And the safety is flicked off.]]<br />
[[File:Squad SMAW (3).jpg|thumb|none|600px|The Mk 153 SMAW shouldered.]]<br />
[[File:Squad SMAW (4).jpg|thumb|none|600px|Sighting in the scope against the sea inside the well deck.]]<br />
[[File:Squad SMAW (5).jpg|thumb|none|600px|Firing the spotting rifle while onshore.]]<br />
[[File:Squad SMAW (6).jpg|thumb|none|600px|Reloading the six-shot magazine...]]<br />
[[File:Squad SMAW (7).jpg|thumb|none|600px|...and the charging handle is pulled on empty reloads.]]<br />
<br />
==Saab Bofors Dynamics AT4-CS==<br />
The [[M136 AT4|Saab Bofors Dynamics AT4-CS]] is available to the US Army light anti-tank class and British Army heavy anti-tank class under their respective designations, the "M136 AT4-CS" and "ILAW AT4-CS".<br />
<br />
At the same time, it is worth noting that "ILAW" is an incomplete designation; the proper designation is "L2A1 Interim Light Anti-tank Weapon (ILAW)". As its name suggests, it is an interim solution to make up for the shortfall of [[MBT LAW|NLAWs]] as the British Army replaces its obsolete [[LAW 80]] launchers.<br />
[[file:AT-4Launcher.jpg|thumb|none|400px|Saab Bofors Dynamics AT4 - 84mm]]<br />
[[file:Squad at4 draw 1.jpg|thumb|none|600px|Deploying the AT4-CS - the player deploys the front sight by pushing the lid open...]]<br />
[[file:Squad at4 draw 2.jpg|thumb|none|600px|...then flips up the rear sight...]]<br />
[[file:Squad at4 draw 3.jpg|thumb|none|600px|...and turns off the safety.]]<br />
[[file:Squad at4 hold.jpg|thumb|none|600px|The AT4-CS in first person.]]<br />
[[file:Squad at4 aim.jpg|thumb|none|600px|Aiming down the sights - the sights zero up to 500m, turning the knob in the process.]]<br />
<br />
==Saab Bofors Dynamics MBT-LAW==<br />
The V2.0 update introduced the [[MBT LAW|NLAW]] as a replacement for the ILAW AT4-CS for the British Army. It features a Predicted-Line-Of-Sight (PLOS) mode that allows the user to track moving targets and fire a guided projectile. <br />
[[File:NLAW.jpg|thumb|none|400px|MBT LAW - 150mm]]<br />
[[File:Squad NLAW (1).jpg|thumb|none|600px|Equipping the NLAW - the UK HAT operator flips out the scope...]]<br />
[[File:Squad NLAW (2).jpg|thumb|none|600px|...and disengages the safety.]]<br />
[[File:Squad NLAW (3).jpg|thumb|none|600px|The NLAW in idle.]]<br />
[[File:Squad NLAW (4).jpg|thumb|none|600px|A clear view through the scope.]]<br />
[[File:Squad NLAW (5).jpg|thumb|none|600px|Showing off the locking feature with a derelict M1A2.]]<br />
[[File:Squad NLAW (6).jpg|thumb|none|600px|Flipping the sight down while putting away the NLAW.]]<br />
<br />
==RPG-7V2==<br />
The [[RPG-7|RPG-7V2]] is available to the Russian Ground Forces, Insurgent and Militia light and heavy anti-tanks. The Russian Ground Forces and Militia anti-tank classes are each armed with 2 OG-7V fragmentation warheads and a single PG-7VM high-explosive anti-tank (HEAT) warhead, with the heavy anti-tank having an additional PG-7VR tandem charge warhead. The Insurgent anti-tank classes has an extra OG-7V warhead to compensate for their [[Squad#SKS|weaker primary rifle]]. When switching between warheads, the player character removes the previous warhead before loading the warhead of choice. <br />
<br />
Additionally, the Russian Ground Forces anti-tank's RPG-7V2 also comes equipped with a PGO-7 (likely the V3 variant), which is regrettably plagued with incorrect or missing markings. It also does not come with the UP-7V sighting device designed to be used in tandem with it, despite the combination of the two being the defining features of the RPG-7V2 over the older variants. Finally, production of the PG-7VM had long ceased since the 70s, and it would be unlikely to see such warheads in the Russian arsenal. Rather, they would have been replaced by the PG-7VL instead.<br />
[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]] <br />
[[file:01 squad rpg7v2 hold.jpg|thumb|none|600px|The RPG-7V2 in first person.]]<br />
[[file:squad_rpg7_sights.jpg|thumb|none|600px|Aiming down the sights - the sights can be zeroed up to 500m, raising the rear sight in the process.]]<br />
[[file:Squad rpg7 pg7vl.jpg|thumb|none|600px|Loading a PG-7VM warhead...]]<br />
[[file:squad_rpg7_reload.jpg|thumb|none|600px|...an OG-7V warhead...]]<br />
[[file:Squad rpg7 pg7vr.jpg|thumb|none|600px|...and a PG-7VR warhead.]]<br />
[[file:squad_rpg7_arming.jpg|thumb|none|600px|In a nice display of weapons knowledge, the player character cocks the launcher after each reload.]]<br />
[[file:Squad rpg7v2 pgo7v hold.jpg|thumb|none|600px|The RPG-7V2, with PGO-7V mounted, in first person.]]<br />
[[file:Squad rpg7v2 pgo7v aim.jpg|thumb|none|600px|Aiming with the PGO-7V - note the incorrect, extra and missing markings throughout the sight picture.]]<br />
<br />
==RPG-26==<br />
The [[RPG-26]] Aglen is available to the Russian Ground Forces light anti-tank as a disposable launcher. As with the [[Squad#M72A7 LAW|M72A7 LAW]], the light anti-tank now only has one disposable launcher instead of two, but instead he is now equipped with a [[Squad#RGD-5 Frag Grenade|RGD-5]].<br />
[[file:Rpg26-1.jpg|thumb|none|400px|RPG-26 - 72.5mm]]<br />
[[file:Squad rpg26 draw1.jpg|thumb|none|600px|Deploying the RPG-26 - the anti-tank soldier flips up the front sight...]]<br />
[[file:Squad rpg26 draw3.jpg|thumb|none|600px|...and the rear sight...]]<br />
[[file:Squad rpg26 draw2.jpg|thumb|none|600px|...and pulls out the safety pin.]]<br />
[[file:Squad rpg26 hold.jpg|thumb|none|600px|The RPG-26 in first person.]]<br />
[[file:Squad rpg26 aim.jpg|thumb|none|600px|Aiming the RPG-26.]]<br />
<br />
==RPG-28==<br />
Introduced with the V2.0 update, the [[RPG-28]] is a new option for the Russian Army HAT kit. It fires a large 125mm projectile with a flat trajectory, and can be zeroed out to 500m. <br />
<br />
[[File:RPG-28.jpg|thumb|none|400px|RPG-28 - 125mm]]<br />
[[File:Squad RPG-28 (1).jpg|thumb|none|600px|Pulling out the safety pin on the RPG-28, just like the RPG-26 above.]]<br />
[[File:Squad RPG-28 (2).jpg|thumb|none|600px|Idling with the RPG-26.]]<br />
[[File:Squad RPG-28 (3).jpg|thumb|none|600px|Looking through the optical sight.]]<br />
[[File:Squad RPG-28 (4).jpg|thumb|none|600px|Slinging back the tube in its unequip animation.]]<br />
<br />
==RPG-29==<br />
The [[RPG-29]] Vampir is available to the Insurgent heavy anti-tank, and grants the user access to 2 PG-29V tandem charge warheads. Compared to the other loadout featuring the [[Squad#RPG-7V2|RPG-7V2]], the extra tandem charge warhead provides extra firepower against armored vehicles at the cost of versatility since the former does not have fragmentation warheads.<br />
[[File:RPG-29 launcher.jpg|thumb|none|400px|RPG-29 launcher - 105mm]]<br />
[[file:Squad RPG29 Ready1.jpg|thumb|none|600px|Deploying the RPG-29 - the anti-tank soldier flips up the front sight...]]<br />
[[file:Squad RPG29 Ready2.jpg|thumb|none|600px|...and the rear sight...]]<br />
[[file:Squad RPG29 Ready3.jpg|thumb|none|600px|...and loads a PG-29V warhead - the loading sequence of the deploying animation is the same as the reloading animation.]]<br />
[[file:Squad RPG29 Hold.jpg|thumb|none|600px|The RPG-29 in first person.]]<br />
[[file:Squad RPG29 Aim.jpg|thumb|none|600px|Aiming the RPG-29.]]<br />
<br />
==DJZ-08==<br />
The PLA's standard LAT launcher is the '''DJZ-08''', a single-shot disposable 80mm recoilless launcher. It fires a high-explosive warhead.<br />
[[File:Squad DJZ-08 (1).jpg|thumb|none|600px|Drawing the DJZ-08 along the test range. The pistol grip is unfolded...]]<br />
[[File:Squad DJZ-08 (2).jpg|thumb|none|600px|...and then the scope is deployed.]]<br />
[[File:Squad DJZ-08 (3).jpg|thumb|none|600px|The DJZ-08 shouldered.]]<br />
[[File:Squad DJZ-08 (4).jpg|thumb|none|600px|ADS view of the DJZ's scope.]]<br />
<br />
==PF-98==<br />
Added with the PLA in the V4.0 Update, the [[PF-98]] is used by the Chinese HAT role. It comes with an anti-armor and a high explosive round. <br />
[[File:PF98.jpg|thumb|none|400px|PF-98 120mm tripod-mounted with rockets (battalion version)]]<br />
[[File:Squad PF-98 (1).jpg|thumb|none|600px|Drawing the PF-98 - loading an HE warhead.]]<br />
[[File:Squad PF-98 (2).jpg|thumb|none|600px|And the AP round, with it's long tandem charge.]]<br />
[[File:Squad PF-98 (3).jpg|thumb|none|600px|The system is then switched on...]]<br />
[[File:Squad PF-98 (4).jpg|thumb|none|600px|...and ready to go.]]<br />
[[File:Squad PF-98 (5).jpg|thumb|none|600px|The view through the PF-98's scope system.]]<br />
<br />
=Frag Grenades= <br />
==M67 Frag Grenade==<br />
The [[M67 hand grenade|M67]] is the standard fragmentation grenade for the US Army, and is available to all classes except for the lead crewman, crewman, grenadier, combat engineer and machine gunner. Canadian Army forces use it as the under the '''C13 Grenade''' designation.<br />
[[file:Baseball.jpg|thumb|none|200px|M67 frag grenade]] <br />
[[file:Squad_m67_idle.jpg|thumb|none|600px|The M67 in first person.]]<br />
[[file:Squad_m67_throw.jpg|thumb|none|600px|Pulling the pin on the M67.]]<br />
<br />
==RGD-5 Frag Grenade==<br />
The [[RGD-5 hand grenade|RGD-5]] is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to the squad leader, medic, rifleman, automatic rifleman and marksman. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.<br />
[[file:Rdg5.jpg|thumb|none|200px|RGD-5 frag grenade]]<br />
[[file:Squad_militiagd5.jpg|thumb|none|600px|The RGD-5 in first person.]]<br />
[[file:Squad rdg5 throw.jpg|thumb|none|600px|Pulling the pin on the RGD-5 before throwing.]]<br />
[[file:Squad rdg5 hold ru.jpg|thumb|none|600px|The RGD-5 in the hands of a Russian conscript who is unsure of whether the seed in his hands is suitable for planting among the crops before him.]]<br />
<br />
==L109A1 Frag Grenade==<br />
The [[L109 hand grenade|L109A1]] is the standard fragmentation grenade for the British Army, and is available to the squad leader, rifleman, automatic rifleman, marksman and light anti-tank.<br />
[[file:L109 A1.jpg|thumb|none|200px|L109A1 frag grenade]]<br />
[[file:Squad l109a1 hold.jpg|thumb|none|600px|The L109A1 in first person.]]<br />
[[file:Squad l109a1 throw.jpg|thumb|none|600px|Pulling the pin on the L109A1 before throwing.]]<br />
<br />
==F1 Grenade==<br />
The Australian [[F1 hand grenade (Australia)|F1 Grenade]] is issued to the ADF faction as its standard fragmentation grenade with the V2.15 update.<br />
<br />
[[File:Australia F1 Grenade.jpg|thumb|none|300px|Australian F1 hand grenade (inert)]]<br />
[[File:Squad F1 (1).jpg|thumb|none|600px|The F1 grenade drawn.]]<br />
[[File:Squad F1 (2).jpg|thumb|none|600px|Pulling the pin.]]<br />
<br />
==F-1 Frag Grenade==<br />
The [[F-1 hand grenade|F-1]] is the standard fragmentation grenade for the Insurgents, and is available to the squad leader, medic, rifleman, automatic rifleman, raider and marksman. The F-1 portrayed in game is the post-war variant with yellow paint.<br />
[[Image:Deactivated f1.jpg|thumb|none|350px|F-1 frag grenade]]<br />
[[file:Squad_F1_grenade_hand_and_ground.jpg|thumb|none|600px|The F-1 in first person.]]<br />
[[file:Squad f1 throw.jpg|thumb|none|600px|Pulling out the F-1's pin.]]<br />
<br />
==Type 86P Frag Grenade==<br />
China's standard hand grenade is the '''Type 86P'''.<br />
[[File:Squad Type 86P (1).jpg|thumb|none|600px|Cradling a Type 86P grenade.]]<br />
[[File:Squad Type 86P (2).jpg|thumb|none|600px|About to toss it into a hapless Baltic house.]]<br />
<br />
=Smoke Grenades=<br />
==M18 Smoke Grenade==<br />
The [[M18 smoke grenade|M18]] is the standard smoke grenade for the US Army, and is available to all classes save the grenadier, coming in white, red, or blue. All classes who can use it have access to the white smoke variant, but red smoke is only available to the medic and squad leader, with blue being exclusive to the latter. Note that real M18s are not available in white or blue, and a better alternative for white smoke would be the [[AN/M8 HC smoke grenade|AN/M8]] or [[M83 Smoke Grenade]].<br />
[[file:M18red.jpg|thumb|none|150px|A red M18 smoke grenade]] <br />
[[file:Squad m18 hold.jpg|thumb|none|600px|The M18 in first person.]]<br />
[[file:Squad m18 throw.jpg|thumb|none|600px|Pulling the pin on the M18 prior to throwing.]]<br />
[[file:Squad_m18_smoke.jpg|thumb|none|600px|Of note are the smoke's interesting visual effects - the smoke billows out in one direction, and is also blocked by obstacles such as the mud wall here.]]<br />
[[file:Squad m18 freedom.jpg|thumb|none|600px|Holding a white M18, as the player character enjoys a moment of patriotic fervor.]]<br />
<br />
===DSF-121 Smoke Grenade===<br />
The PLA's '''DSF-161''' smoke grenade appears to be a clone of the M18.<br />
[[File:Squad_DSF161.jpg|thumb|none|600px|Holding a DSF-161.]]<br />
<br />
==RDG-2 Smoke Grenade==<br />
The [[RDG-2 smoke grenade|RDG-2]] is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All classes except the grenadier has access to the white smoke variant. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. It is worth noting that Russian RGD-2s only come in white or black, the latter being for training purposes.<br />
[[File:RDG-2.jpg|thumb|none|350px|RDG-2 smoke grenade]]<br />
[[Image:Squad rdg2 hold.jpg|thumb|none|600px|The RDG-2 in first person.]]<br />
[[Image:Squad_rdg2_cap.jpg|thumb|none|600px|Preparing to throw the RDG-2 - the player character pulls off the cap on one end...]]<br />
[[Image:Squad rdg2 throw2.jpg|thumb|none|600px|...pulls off the cap on the other end...]]<br />
[[Image:squad_rdg2_ignition.jpg|thumb|none|600px|...and ignites the grenade.]]<br />
[[Image:05 squad rgd2 smoke.jpg|thumb|none|600px|The smoke's visual effects for the RDG-2 - the smoke billows out from both ends of the grenade.]]<br />
<br />
==L132A1 Smoke Grenade==<br />
The [[L132A1 smoke grenade|L132A1]] is the white smoke grenade of choice for the British Army, and is available to all classes save for the grenadier.<br />
[[File:L132A1.jpg|thumb|none|200px|L132A1 smoke grenade]]<br />
[[Image:Squad l132a1 hold.jpg|thumb|none|600px|The L132A1 in first person.]]<br />
[[Image:Squad l132a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]<br />
<br />
==L152A1 Smoke Grenade==<br />
The L152A1 is available to the British Army squad leader and medic in two colours. Both classes have access to orange smoke, but yellow is exclusive to the former. Despite their in-game designation, L152A1 refers to the green smoke variant in real life; orange and yellow smoke variants are designated L153A1 and L155A1 respectively.<br />
<br />
The L152A1 markings are similar to those in real life, but lack the colour indication and serial number. In addition, the coloured Cs are the bottom are in red, green and blue individually, but in the actual grenades the Cs are coloured the same as the grenade's smoke.<br />
[[File:L152a1.jpg|thumb|none|200px|L152A1 smoke grenade]]<br />
[[Image:01 squad l152a1 hold.jpg|thumb|none|600px|The L152A1 in first person - the yellow body, while not not awfully visible here, can be clearly seen if one were to use freelook.]]<br />
[[Image:02 squad l152a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]<br />
[[Image:03 squad l152a1 markings.jpg|thumb|none|600px|A good look at the markings on the grenade body.]]<br />
<br />
= Other Grenades & Munitions=<br />
==AN/M14 Incendiary Grenade==<br />
The [[AN/M14 incendiary grenade|AN/M14]] appears in ''Squad'' simply as "ANM14 Incendiary Grenade" and is only available to the US Army, British Army and Russian Ground Forces squad leader on the Insurgency game mode, where they must hunt down and destroy Insurgent weapon caches.<br />
[[File:Gh-ANM14-TH3.jpg|thumb|none|350px|AN/M14 incendiary grenade]]<br />
[[File:Squad m14 hold.jpg|thumb|none|600px|The AN/M14 in first person,]]<br />
[[File:Squad m14 throw.jpg|thumb|none|600px|Pulling the pin on the AN/M14,]]<br />
[[File:Squad m14 ignite.jpg|thumb|none|600px|Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - sadly, the blast radius of the resulting explosion is so great it usually kills the player character, making it difficult to get a complete image of it.]]<br />
<br />
==Improvised Explosive Device==<br />
The Improvised Explosive Device (IED) is available to the Insurgent and Militia scouts, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.<br />
[[file:Squad ied hold.jpg|thumb|none|600px|The IED in first person.]]<br />
[[file:Squad ied draw.jpg|thumb|none|600px|Priming the IED before deployment.]]<br />
[[file:Squad ied buried2.jpg|thumb|none|600px|A deployed IED when buried fully with a shovel - this is a two-way street, seeing as the IED can also be dug up by anyone with a shovel.]]<br />
[[file:Squad ied deto.jpg|thumb|none|600px|Making the deadliest phone call - the phone makes a short ringtone.]]<br />
[[file:Squad ied exp1.jpg|thumb|none|600px|Initial stage of detonation (and grief for your foes)]]<br />
[[file:Squad ied exp2.jpg|thumb|none|600px|Second stage - note the brilliant ray of light bursting through the cloud.]]<br />
[[file:Squad ied exp3.jpg|thumb|none|600px|Third stage - note the fragment that had landed next to the player character at the bottom left of the screenshot, kicking up a dust cloud.]]<br />
[[file:08 squad ied exp4.jpg|thumb|none|600px|Fourth stage]]<br />
[[file:09 squad ied exp5.jpg|thumb|none|600px|Final stage - grieving is a long process, that has to be handled with love, care, counseling, and heavy medication.]]<br />
<br />
== M15 Anti-Tank Mine ==<br />
<br />
The [[M15 anti-tank mine|M15 Anti-Tank Mine]] was added to the game in Update 13, available for the NATO and Australian Combat Engineers.<br />
<br />
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]<br />
[[File:Squad M15 (1).jpg|thumb|none|600px|The M15 mine in the hands of a USMC sapper.]]<br />
[[File:Squad M15 (2).jpg|thumb|none|600px|Deploying the mine.]]<br />
<br />
==TM-62M Anti-tank Mine==<br />
The [[TM-62 anti-tank mine|TM-62M]] appears in game simply as "TM-62", and is available to the Insurgent and Militia scouts.<br />
[[File:Mat-TM62M.jpg|thumb|none|350px|TM-62M anti-tank mine]]<br />
[[File:Squad tm62m hold.jpg|thumb|none|600px|The TM-62M in first person.]]<br />
[[File:Squad tm62m draw1.jpg|thumb|none|600px|Setting up the mine - the scout attaches the pressure fuze, the metal base indicating that the mine is the TM-62M variant...]]<br />
[[File:Squad tm62m draw2.jpg|thumb|none|600px|...screws it in place...]]<br />
[[File:05 squad tm62m arm3.jpg|thumb|none|600px|...and arms the mine.]]<br />
[[File:Squad tm62m bury.jpg|thumb|none|600px|An sloppily dumped TM-62M on the left, and a properly-buried buried TM-62M on the right.]]<br />
<br />
==Type 72 Anti-tank Mine==<br />
The '''Type 72''' anti-tank is used by the PLA with the V4.0 Update. <br />
[[File:Squad Type 72 AT (1).jpg|thumb|none|600px|The Type 72 mine in hand.]]<br />
[[File:Squad Type 72 AT (2).jpg|thumb|none|600px|Deploying it in the sand.]]<br />
<br />
=Mortars=<br />
Mortars are deployable weapons requiring setup by a squad.<br />
<br />
==M252==<br />
The [[M252 Mortar|M252]] is available to the US Army as an emplacement.<br />
[[File:M252Mort.JPG|thumb|none|400px|M252 - 81mm]]<br />
[[File:Squad m252.jpg|thumb|none|600px|The M252 as a deployable.]]<br />
[[File:Squad m252 1p.jpg|thumb|none|600px|The M252 in first person.]]<br />
[[File:Squad m252 aim.jpg|thumb|none|600px|Aiming the M252 - the developers were nice enough to add a range guide.]]<br />
<br />
==2B14 Podnos==<br />
The [[2B14 Podnos Mortar|2B14 Podnos]] is available to the Russian Ground Forces as an emplacement.<br />
[[File:2B14 Podnos 82mm Mortar.jpg|thumb|none|400px|2B14 Podnos - 82mm]]<br />
[[File:Squad 2b14.jpg|thumb|none|600px|The 2B14 Podnos as a deployable.]]<br />
[[File:Squad 2b14 1p.jpg|thumb|none|600px|The 2B14 Podnos in first person.]]<br />
[[File:Squad 2b14 aim.jpg|thumb|none|600px|Aiming the 2B14 Podnos.]]<br />
<br />
==BM-37==<br />
The [[BM-37 Mortar|BM-37]] appears in game as the "M1937" and is available to the Insurgent and Militia forces as an emplacement.<br />
[[File:82mm BM-37 Mortar.jpg|thumb|none|400px|BM-37 - 82mm]]<br />
[[File:Squad m1937.jpg|thumb|none|600px|The BM-37 as a deployable.]]<br />
[[File:Squad m1937 1p.jpg|thumb|none|600px|The BM-37 in first person.]]<br />
[[File:Squad m1937 aim.jpg|thumb|none|600px|Aiming the BM-37 - it shares the same reticle and range guide as the other mortars.]]<br />
<br />
==PP-87==<br />
The '''PP-87''' is the light mortar used by the PLA faction.<br />
[[File:Squad PP-87 (1).jpg|thumb|none|600px|The PP-87 on Jensen's Range.]]<br />
[[File:Squad PP-87 (2).jpg|thumb|none|600px|Manning the mortar.]]<br />
<br />
=Heavy Machine Guns=<br />
Heavy Machine Guns in ''Squad'' are either deployable weapons requiring setup, or vehicle-mounted weapons.<br />
<br />
==Browning M2A1==<br />
The [[Browning M2|Browning M2A1]] is available to the US Army as both an emplacement and a vehicle-mounted weapon. Like the DShKM and NSV, its high-caliber rounds are capable of incapacitating hostiles instantly. On tripods it may either come alone or built within a machine gun bunker, while on vehicles, it may either be mounted in a Gunner Protection Kit (GPK) on a MAT-V or as a Common Remotely Operated Weapon Station (CROWS) on a MAT-V or M1126 Stryker ICV. In its tripod configuration, it comes with a mock-up of the TA648MGO-M2 mounted, but with a red reticle instead of the actual green one.<br />
[[Image:M2A2.jpg|thumb|none|400px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG - this is more or less the same as the US military's M2A1, but lacks the slotted flash hider.]]<br />
[[Image:Squad_m2hb_tripod.jpg|thumb|none|600px|The M2A1 mounted on an M3 tripod, as a deployable.]]<br />
[[Image:Squad m2a1 bunker.jpg|thumb|none|600px|The M2A1 in a machine gun bunker.]]<br />
[[Image:Squad m2a1 1p.jpg|thumb|none|600px|The M2A1 in first person.]]<br />
[[Image:Squad m2a1 aim.jpg|thumb|none|600px|Aiming with what seems to be a TA648MGO-M2.]]<br />
[[Image:Squad_m2a1hmg.jpg|thumb|none|600px|The M2A1 as mounted on MAT-Vs - the one on the left is in a GPK, the other is a CROWS variant.]]<br />
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|The M2A1 in a GPK, in first person - when performing an empty reload on a MAT-V mounted M2A1, the player reaches out and flings the empty box out of the turret.]]<br />
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|Aiming down the sights atop a MAT-V.]]<br />
[[Image:Squad m2a1 m1126.jpg|thumb|none|600px|The M2A1 CROWS mounted on a M1126 Stryker ICV.]]<br />
[[Image:Squad m2a1 crows.jpg|thumb|none|600px|Aiming with the CROWS.]]<br />
[[Image:Squad m2a1 reload.jpg|thumb|none|600px|Reloading the M2A1.]]<br />
<br />
==NSV==<br />
The [[NSV heavy machine gun|NSV]] is available to the Russian Ground Forces as an emplacement, mounted on tripods. It may or may not come with a bunker, with the bunker costing more construction points.<br />
<br />
Note that the NSV has been slated for replacement by the Kord, but as of now it is still issued to units, so its appearance in ''Squad'' is not anachronistic.<br />
[[File:6U6 NSV 02.jpg|thumb|none|400px|NSV machine gun - 12.7x108mm]]<br />
[[Image:squad_nsv_machine_gun.jpg|thumb|none|600px|The NSV as a deployable.]]<br />
[[Image:Squad nsv bunker.jpg|thumb|none|600px|The NSV in a machine gun bunker.]]<br />
[[Image:Squad nsv 1p.jpg|thumb|none|600px|The NSV in first person.]]<br />
[[Image:Squad nsv aim.jpg|thumb|none|600px|Aiming down the sights - unlike the infantry-carried small arms, heavy machine gun sights cannot be zeroed yet.]]<br />
[[Image:Squad nsv reload.jpg|thumb|none|600px|Reloading the NSV.]]<br />
<br />
==DShKM==<br />
The [[DShK heavy machine gun|DShKM]] is available to Militia and Insurgent forces as both an emplacement and a vehicle-mounted weapon. It may come with or without shields to protect its gunner.<br />
[[File:DShK_HMG.jpg|thumb|none|400px|DShKM machine gun - 12.7x108mm]]<br />
[[Image:Squad_dshk_tripod.jpg|thumb|none|600px|A DShKM mounted on a tripod.]]<br />
[[Image:Squad dshkm shield.jpg|thumb|none|600px|A DShKM, with shield mounted on a tripod, at the same time showing off its right side. Note the ammo belt; like the PKM/PKP, the ammo belt is correctly animated as non-disintegrating, but the depleted belt doesn't go on for long and disappears after a short length.]]<br />
[[Image:Squad dshkm cars.jpg|thumb|none|600px|From right to left - an Militia technical with a DShKM, and its Insurgent counterpart.]]<br />
[[Image:07 squad dshkm tech shield.jpg|thumb|none|600px|From right to left - an Insurgent technical with a shielded DShKM, and its Militia counterpart.]]<br />
[[Image:08 squad dshkm tech shield armour.jpg|thumb|none|600px|An Insurgent technical, fitted with improvised armor, with a shielded DShKM.]]<br />
[[Image:Squad dshkm 1p.jpg|thumb|none|600px|The DShKM in first person.]]<br />
[[Image:Squad dshkm aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[Image:Squad dshkm reload.jpg|thumb|none|600px|Reloading the DShKM.]]<br />
<br />
==QJZ-89==<br />
The standard HMG introduced for China is the [[QJZ-89]], available both as an emplacement and on numerous PLA vehicles. A scoped version is unique as an emplaced variant. <br />
[[File:QJZ-89.jpg|thumb|none|400px|QJZ-89 - 12.7×108mm]]<br />
[[File:Squad QJZ-89 (1).jpg|thumb|none|600px|Observing both emplaced QJZ-89 variants.]]<br />
[[File:Squad QJZ-89 (2).jpg|thumb|none|600px|The ejection port cover is flicked up when getting behind the QJZ-89.]]<br />
[[File:Squad QJZ-89 (3).jpg|thumb|none|600px|The vanilla QJZ HMG in first person.]]<br />
[[File:Squad QJZ-89 (4).jpg|thumb|none|600px|Focusing on the sights.]]<br />
[[File:Squad QJZ-89 (5).jpg|thumb|none|600px|The view through the scoped QJZ.]]<br />
[[File:Squad QJZ-89 (6).jpg|thumb|none|600px|Reloading the HMG - the top cover is flicked up, and the belt box is pulled off at the same time.]]<br />
[[File:Squad QJZ-89 (7).jpg|thumb|none|600px|Loading in a new 12.7mm belt.]]<br />
<br />
=Missile Launchers=<br />
Anti-tank missile launchers are currently available in ''Squad'' as deployables. Some vehicles are also equipped with missiles.<br />
<br />
== 9M133 Kornet==<br />
The [[AT-14 Spriggan|9M133 Kornet]] anti-tank missile was added to the game in Alpha 12. It is only available to the Russian Ground Forces.<br />
<br />
[[File:AT14-Spriggan.JPG|thumb|none|400px|9K135 Kornet missile launcher system with 9M133 Kornet missile - 152mm]]<br />
[[File:Squad Kornet (1).jpg|thumb|none|600px|The prebiuilt 9M133 on Jensen's Range.]]<br />
[[File:Squad Kornet (2).jpg|thumb|none|600px|It is operated from a crouched position.]]<br />
[[File:Squad Kornet (3.jpg|thumb|none|600px|The view through the Kornet's scope, zoomed in on a target.]]<br />
[[File:Squad Kornet (4).jpg|thumb|none|600px|Yeet-ing the empty tube over the sandbags after firing a missile.]]<br />
[[File:Squad Kornet (5).jpg|thumb|none|600px|Setting in a new tube.]]<br />
[[File:Squad Kornet (6).jpg|thumb|none|600px|Locking it in place.]]<br />
<br />
==BGM-71 TOW==<br />
The [[BGM-71 TOW]] anti-tank missile was added to the game in Alpha 11. It is only available to U.S. Army and the British Army. The M2A3 Bradley IFV is also equipped with 2 TOW missiles.<br />
<br />
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 launcher with daysight tracker, AN/TAS-4A night sight and FCS with inserted battery module - 152mm]]<br />
[[File:Squad TOW (1).jpg|thumb|none|600px|The M220 + BGM-71 TOW system on the test range.]]<br />
[[File:Squad TOW (2).jpg|thumb|none|600px|Behind the TOW launcher.]]<br />
[[File:Squad TOW (3).jpg|thumb|none|600px|Looking through the FCS on its lowest zoom level.]]<br />
[[File:Squad TOW (4.jpg|thumb|none|600px|Unlocking the TOW's latch system on its reload.]]<br />
[[File:Squad TOW (5).jpg|thumb|none|600px|Shouldering in another missile tube.]]<br />
<br />
=Other Mounted Weapons=<br />
This section covers all the rest of the emplacements or vehicle-mounted weapons, with mortars and HMGs covered in the above sections.<br />
<br />
==M240C==<br />
US Army M1A2 Abrams and M2A3 Bradleys, and the USMC M1A1, LAV-25, and AAVP-7A1 have [[M240C]] coaxial machine guns. Similar FN MAG GPMG/C6 FLEX variants are used on British, Canadian, and Australian armor.<br />
[[File:M240C.jpg|thumb|none|400px|M240C - 7.62x51mm NATO.]]<br />
[[File:Squad M240C (1).jpg|thumb|none|600px|A closeup of the M240C on the woodland variant of the M1A2.]]<br />
[[File:Squad M240C (2).jpg|thumb|none|600px|Another view of all of the Abrams' armaments in general, showing the RWS M2A1 and loader's M240 turret.]]<br />
<br />
==M240H==<br />
The [[M240D|M240H]], the US Army Aviation designation for the M240D, is mounted in both of the of gunners' windows of the UH-60M "Grouse" Blackhawk utility helicopter and the Marine's UH-1Y. It is also used in the RAF SA 330 Puma HC2 transport helicopter that is part of the V2.0 update. The ADF's UH-6o uses the same M240H, and their MRH90 (NH90) has a spade-gripped MAG 58. The Canadian CH-146 also has a spade gripped MAG/C6.<br />
[[File:M240d.jpg|thumb|none|400px|M240D - 7.62x51mm NATO]]<br />
[[File:Squad M240H (1).jpg|thumb|none|600px|The UH-60M's M240H.]]<br />
[[File:Squad M240H (2).jpg|thumb|none|600px|Behind the spade-gripped 240.]]<br />
[[File:Squad M240H (3).jpg|thumb|none|600px|Aiming is done with the front sight + tracer fire.]]<br />
[[File:Squad M240H (4).jpg|thumb|none|600px|The M240H's reload. The charging handle is pulled when first entering the position, and at the start of empty reloads.]]<br />
[[File:Squad MAG 58 NH90 (1).jpg|thumb|none|600px|One of the two MAG 58s on the NH90.]]<br />
<br />
==M242 Bushmaster chaingun==<br />
[[M242 Bushmaster chaingun]]s are used on the American M2A3 Bradleys, Canadian LAV III 6.0, and the Coyote, ADF ASLAV-25 and USMC LAV-25 armored fighting vehicles.<br />
[[File:M242 Cannon.jpg|thumb|none|400px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]<br />
[[File:Mk38 M242.jpg|thumb|none|400px|Mk 38 Mod 2- 25x137mm]]<br />
[[File:Squad M242 (1).jpg|thumb|none|600px|The Bushmaster atop the LAV III 6.0.]]<br />
[[File:Squad M242 Mk 38.jpg|thumb|none|600px|The USS Essex model includes an unusable Mk 38 Bushmaster cannon.]]<br />
<br />
==Mk 19 Grenade Launcher==<br />
The AAVP7A1 amphibious transport is available for the USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. <br />
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]<br />
[[File:Squad Mk 19 (1).jpg|thumb|none|600px|An AAVP7A1 on the Pacific training island terrain.]]<br />
[[File:Squad Mk 19 (2).jpg|thumb|none|600px|Manning the Amtrack's turret.]]<br />
[[File:Squad Mk 19 (3).jpg|thumb|none|600px|The zoomed-in reticle reveals the different details for the .50cal and 40mm calibers.]]<br />
<br />
==General Electric M61 Vulcan==<br />
The USS Essex included as part of the V3.0 content has unused [[M61 Vulcan]] CIWS turrets. The CAF, ADF, and USMC commanders can also call for a Hydra rocket strike launched from legacy F/A-18 Hornets.<br />
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]<br />
[[File:Squad M61 CIWS.jpg|thumb|none|600px|The front mounted CIWS turret on the Essex's island.]]<br />
<br />
==PKT==<br />
The [[PK Machine Gun|PKT]] can be found on multiple vehicles, mostly as coaxial machine guns. It can be found on the turret of the Insurgent MT-LB, and found as a coaxial machine gun on the BRDM-2, BTR-80, BTR-82A, MT-LBM (6MA), MT-LBM (6MB) and MT-LB with a mounted [[Squad#ZU-23-2|ZU-23-2]].<br />
[[File:Machine gun PKT.jpg|thumb|none|400px|PKT - 7.62x54mmR]]<br />
[[File:Squad pkt mtlb.jpg|thumb|none|600px|The PKT mounted on an Insurgent MT-LB - Insurgent vehicles tend to have tan paint jobs for desert camouflage.]]<br />
[[File:Squad pkt aim.jpg|thumb|none|600px|Aiming the PKT.]]<br />
<br />
==NSVT==<br />
The [[NSV|NSVT]] can be found mounted on MT-LBMs belonging to the Russian Ground Forces and Militia.<br />
<br />
Note that MT-LBMs do not exist in this configuration, and the only variant of the MT-LB to sport a NSVT turret would be the MT-LBVM, which is identifiable by its wider tracks and mudguards.<br />
[[File:NSVTMG.jpg|thumb|none|400px|NSVT mounted on a T-84 - 12.7x108mm]]<br />
[[File:Squad nsvt many.jpg|thumb|none|600px|From right to left - a Russian MT-LBM with a mounted NSVT, its Militia counterpart, and a Russian version with desert camouflage - Militia vehicles have camouflage paint jobs, while Russian vehicles have flat green paint, and tan for desert maps.]]<br />
[[File:Squad nsvt mtlbm6m.jpg|thumb|none|600px|A closer look at the NSVT.]]<br />
[[File:Squad nsvt aim.jpg|thumb|none|600px|Aiming the NSVT.]]<br />
<br />
==KPVT==<br />
The [[KPVT Heavy Machine Gun|KPVT]] can be found mounted on the turrets of the BRDM-2, BTR-80 and MT-LBM (6MA), and fires BZT armor-piercing incendiary tracer (API-T) rounds. The turret also has a visible [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.<br />
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT - 14.5x114mm]]<br />
[[File:Squad kpvt mtlbm6ma.jpg|thumb|none|600px|The KPVT mounted on a Russian Ground Forces MT-LBM (6MA) - note the coaxial PKT to its left and the 6 smoke grenade launchers.]]<br />
[[File:Squad kpvt btr80.jpg|thumb|none|600px|The KPVT mounted on a Militia BTR-80.]]<br />
[[File:Squad kpvt brdm2.jpg|thumb|none|600px|The KPVT mounted on an Insurgent BRDM-2.]]<br />
[[File:Squad kpvt aim.jpg|thumb|none|600px|Aiming the KPVT.]]<br />
<br />
==2A72==<br />
The 2A72 autocannon can be found mounted on the turrets of the BTR-82A and MT-LBM (6MB), and fires either 3UBR6 armor-piercing ballistic cap tracer (APBC-T) rounds or 3UOR6 high explosive tracer (HE-T) fragmentation rounds. Like the [[Squad#KPVT|KPVT]] above, its turret comes with a [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.<br />
[[File:Squad 2a72 btr82a.jpg|thumb|none|600px|The 2A72 mounted on a Russian Ground Forces BTR-82A - again, note the PKT to its left and the 6 smoke grenade launchers.]]<br />
[[File:Squad 2a72 mtlbm6mb.jpg|thumb|none|600px|The 2A72 mounted on a Militia MT-LBM (6MB) - this variant of the MT-LBM is particularly rare and it's unlikely for a ragtag team of militants to get their hands on it.]]<br />
[[File:Sqiad 2a72 aim.jpg|thumb|none|600px|Aiming the 2A72.]]<br />
<br />
==SPG-9==<br />
The [[SPG-9 recoilless rifle|SPG-9]] Kopye is available to Insurgents and Militia forces as both an emplacement and a vehicle-mounted weapon. It may fire either OG-9V high-explosive fragmentation (HE-FRAG) rounds or PG-9V high-explosve anti-tank fin-stabilizing (HEAT-FS) rounds, and must be reloaded after every shot.<br />
[[File:Spg-9.jpg|thumb|none|400px|SPG-9 - 73mm]]<br />
[[File:Squad spg9.jpg|thumb|none|600px|The SPG-9 as a deployable.]]<br />
[[File:Squad spg9 1p.jpg|thumb|none|600px|The SPG-9 in first person.]]<br />
[[File:Squad spg9 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:SPG-9 jeep mount.jpg|thumb|none|400px|SPG-9 recoilless rifle jeep mount - 73mm]]<br />
[[File:Squad spg9 car.jpg|thumb|none|600px|An Insurgent technical with a mounted SPG-9 (right) and its Militia counterpart (left).]]<br />
<br />
==UB-32==<br />
The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents and Militia. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria. It holds 32 rockets and is inaccurate, best used for raining down widespread explosive ordnance from a hilltop.<br />
[[File:squad_ub32_rocket.jpg|thumb|none|600px|On the right, a Militia technical with a mounted UB-32 rocket pod, and on the left, its Insurgent counterpart]]<br />
<br />
==ZU-23-2==<br />
The [[ZU-23|ZU-23-2]] is available to Insurgents and Militia forces either as an emplacement or a vehicle-mounted weapon. It fires OFZT high-explosive incendiary tracer (HEI-T) fragmentation rounds, and feeds from 2 50-round boxes. Both the Militia and Insurgents have access to a MT-LB with a mounted ZU-23-2, but only the Insurgents have access to a Ural 375D with a mounted [[ZU-23-2]].<br />
<br />
While the ZU-23-2 is primarily an anti-aircraft cannon, its current use in ''Squad'' is for destroying infantry with rapid volumes of HE fire.<br />
[[File:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]<br />
[[File:Squad zu23.jpg|thumb|none|600px|Front view of the ZU-23-2...]]<br />
[[File:Squad zu23 rear.jpg|thumb|none|600px|...and a view from behind.]]<br />
[[File:Squad zu23 1p.jpg|thumb|none|600px|The ZU-23-2 in first person.]]<br />
[[File:Squad zu23 logi.jpg|thumb|none|600px|A ZU-23-2 turret mounted on an Insurgent Ural 375D.]]<br />
[[File:Squad zu23 logi2.jpg|thumb|none|600px|A closer look at the truck-mounted ZU-23-2 turret.]]<br />
[[File:Squad zu23 mtlb.jpg|thumb|none|600px|An Insurgent MT-LB with a ZU-23-2 turret (right) and its Militia counterpart (left) - note the [[Squad#PKT|PKT]] turrets mounted at the front.]]<br />
<br />
[[Category:Video Game]]<br />
[[Category:War]]<br />
[[Category:First-Person Shooter]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Squad&diff=1554855Squad2023-02-09T11:04:55Z<p>Fine cuisine: /* SIG-Sauer P320 */ v4.2 replaces the P320 with an actual M17</p>
<hr />
<div>{{Infobox Video Game|{{PAGENAME}}<br />
|name=Squad<br />
|picture=Squadlogo_black_hires.jpg<br />
|date=December 15, 2015 (Early Access) September 23, 2020 (Official Release)<br />
|developer=Offworld Industries<br />
|publisher=Offworld Industries<br />
|platforms=PC<br />
|genre=First-Person Shooter<br />
}}<br />
<br />
'''''Squad''''' is a PC exclusive tactical team-based first-person shooter video game set in the modern day, developed by Offworld Industries. The [http://joinsquad.com/faq stated goal] of ''Squad'' is to create a "tactical first person shooter built around teamwork and cooperation". It is a spiritual successor to the award-winning ''[[Project Reality]]'' modification for ''[[Battlefield 2]]'', with many of the former mod creators forming Offworld Industries. Development of the game was announced in October 2014; the main game was developed from 2015 and finally released in 2020. It was originally available as a Steam Early Access title. The developers intend on continuing support and development of the game with additional factions, weapons, vehicles, and levels.<br />
<br />
There are two historical set titles derived from ''Squad'''s "OWI Core" UE4 framework, the WWII-set ''[[Post Scriptum]]'' (released in 2018) and the WWI-set ''[[Beyond The Wire]]'', released in Early Access in 2021.<br />
{{VG Title}} <br />
__TOC__<br clear="all"><br />
<br />
=Overview=<br />
''Squad'' simulates engagements across many different theaters involving the US Army, Ground Forces of the Russian Federation, British Army, Canadian Army, Insurgents, and the Irregular Militia Forces (referred to as "Militia" for brevity). The official V1.0 release in 2020 introduced the Middle Eastern Alliance (MEA), a spiritual successor to ''PR'''s MEC, based on the Iranian and Turkish armed forces. The Australian Defence Force has also been brought into the game with the V2.15 update. The V3.0 update brought the United States Marine Corps into the mix, along with new amphibious gameplay elements. In a game of ''Squad'', players select their squads and their roles, with each role receiving a specific kit of weapons and equipment. Specialist kits may either have squad-level or team-wide role limitations, and may only be made available when the squad (and team) has reached a minimum size. The roles in ''Squad'' are:<br />
<br />
*Squad/Cell Leader, the head of the squad with the ability to place rally points, forward operating bases (FOBs) and deployables.<br />
*Rifleman/Fighter, who is equipped with a standard loadout for general purpose combat.<br />
*Automatic Rifleman, who is equipped with a light machine gun for providing direct fire support and suppression.<br />
*Machine Gunner, who is equipped with a medium machine gun to provide sustained medium to long range direct fire support and suppression.<br />
*Medic, who is capable of reviving and healing incapacitated/wounded teammates.<br />
*Lead Crewman, who is almost similar to the crewman below, but is also capable of deploying rally points, FOBs and deployables.<br />
*Crewman, who is given a stripped-down loadout for self-defense, and is capable of operating heavier vehicles.<br />
*Grenadier, who is capable of providing indirect fire support with launched grenades and marking targets with smoke grenades.<br />
*Light Anti Tank, who is equipped with rocket launchers to eliminate light vehicles and entrenched enemies.<br />
*Heavy Anti Tank, who is equipped with anti-tank rocket launchers to eliminate heavily armored vehicles.<br />
*Marksman, who is issued a marksman rifle equipped with a medium or high powered optic for medium to long range direct fire support.<br />
*Raider, who is equipped with a submachine gun and grenades for close quarter combat.<br />
*Sapper (formerly Scout), who is equipped with binoculars, mines, TNTs and IEDs for scouting enemy positions and explosives for setting up ambushes.<br />
*Combat Engineer, who is equipped with anti-tank mines and C4 for sabotage behind enemy lines.<br />
<br />
Reserve ammunition is tracked in individual magazines, and reloading while partially empty will return the magazine to the player's inventory. The player's lower body is fully visible in first person by looking down. Most weapon-related actions in ''Squad'' are fully animated with full arm animations, such as reloading, zeroing, switching fire mode, etc, though currently weapons only have one idle state form. This results in the animated zeroing immediately moving back to the default zeroing form when not aiming down sights, and having the fire mode switch animation be largely for show; one animation will be used for all setting changes, and the selector will pop back to default setting after the end of the animation, returning the weapon to its idle state form, regardless of the actual setting in gameplay.<br />
<br />
Zeroing in ''Squad'' closely simulates reality, with animated zeroing adjustments and ranging options that reflect the ranging options on the sights of the real weapons. Changing the zeroing (or ranging) is done via holding down the ranging button (default: X) and using the scroll wheel to change the range. Once the ranging button is released at the desired distance, the game will follow suit and adjust the weapon's sights to the selected range.<br />
<br />
To better demonstrate the weapons, many screenshots on this page are taken while looking downwards using freelook, which rotates the first-person camera (i.e. the player character's head) without moving or rotating the player character's body.<br />
<br />
=Pistols=<br />
==SIG-Sauer M17 MHS==<br />
An actual [[SIG-Sauer M17 MHS]] appears as the "M17 Modular Handgun System", replacing the P320 model that was masquerading as an M17 as of the v4.2 update. It is available to the US Army squad leader, and feeds from 17-round box magazines. <br />
<br />
v4.2 has also updated the pistols' reload animations; the character now performs a rather poorly animated retention reload as opposed to reloading in a more conventional style as seen on other pistols in the game.<br />
<br />
[[File:SIG-P320-FS-MHS.jpg|thumb|none|350px|XM17 MHS with 21-round magazine - 9x19mm]]<br />
[[file:Squad M17.jpg|thumb|none|600px|The SIG-Sauer P320 in first person - the two-tone finish and lack of a manual safety ominously warns the player that the US Army may have messed up their Amazon order.]]<br />
[[file:Squad M17 ADS.jpg|thumb|none|600px|Aiming down the sights as the player coaxes a target into giving him lunch money.]]<br />
[[file:Squad ADS Reload.jpg|thumb|none|600px|Having brutally killed said target and his two friends, he reloads his empty P320 - note the tilted barrel, a nice touch that often goes unnoticed in many titles.]]<br />
[[File:Squad P320 (1).jpg|thumb|none|600px|An Army Squad Leader with his updated almost-M17. It's still missing the manual safety.]]<br />
[[File:Squad P320 (2).jpg|thumb|none|600px|Aiming with the recolored sights.]]<br />
[[File:Squad P320 (3).jpg|thumb|none|600px|Reloading - about to insert another 17 rounder magazine.]]<br />
[[File:Squad P320 (4).jpg|thumb|none|600px|The slide dropping forward, with the baseplate just barely visible.]]<br />
<br />
==Beretta M9A1== <br />
The [[Beretta M9A1]] appears in ''Squad'' as the "M9A1 Beretta". It feeds from 15-round box magazines and was available to all US Army classes save for the squad leader, rifleman, grenadier, light anti-tank, heavy anti-tank and combat engineer. As of the V3.0 update, it is now only issued to the USMC and is no longer available to the Army.<br />
<br />
While not visible in the current reload animations, the magazine markings read ''MAS CAL 9 PARA'' / ''FABRIQUE SOUS LICENSE BERETTA'' ("manufactured under a Beretta license"), making it a [[Beretta 92 pistol series#PAMAS G1|PAMAS G1]] magazine (French copy of the Beretta 92FS).<br />
[[file:BerettaM9A1.jpg|thumb|none|350px|Beretta M9A1 - 9x19mm]]<br />
[[file:Squad m9a1 hold.jpg|thumb|none|600px|The Beretta M9A1 in first person.]] <br />
[[file:Squad_m9a1_sights.jpg|thumb|none|600px|Aiming down the sights.]] <br />
[[file:Squad_m9a1_reload.jpg|thumb|none|600px|Reloading the M9A1.]]<br />
<br />
==MP-443==<br />
The [[MP-443 Grach|MP-443]] Grach is the standard side-arm of the Russian Ground Forces. It is available to all classes except the rifleman, grenadier, light and heavy anti-tank, and feeds from 18-round box magazines. As with the [[Squad#Beretta M9A1|M9A1]], the marksman, crewman and lead crewman get an extra magazine each.<br />
[[file:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]<br />
[[file:Squad mp443 hold.jpg|thumb|none|600px|The MP-443 in first person.]] <br />
[[file:Squad_mp443_sights.jpg|thumb|none|600px|Aiming down the sights.]] <br />
[[file:Squad_mp443_reload.jpg|thumb|none|600px|Reloading the MP-443.]]<br />
<br />
==Glock 17==<br />
The [[Glock 17]] appears in ''Squad'' under the British Designation of "L131A1 General Service Pistol". It is available to all classes except the rifleman, grenadier, light and heavy anti-tank, and feeds from 17-round box magazines. Like the [[Squad#Beretta M9A1|M9A1]] and [[Squad#MP-443 Grach|MP-443 Grach]], the marksman, crewman and lead crewman each get an extra magazine.<br />
[[file:Glock-17Gen4.jpg|thumb|none|350px|Glock 17 Gen 4, the variant adopted by the British Armed Forces - 9x19mm]]<br />
[[file:Squad l131a1 hold.jpg|thumb|none|600px|Holding the L131A1.]]<br />
[[file:Squad l131a1 aim.jpg|thumb|none|600px|Aiming down the sights.]] <br />
[[file:Squad l131a1 reload.jpg|thumb|none|600px|Reloading the L131A1 - the barrel does not tilt upward even though it should.]]<br />
<br />
==Tokarev TT-33==<br />
The [[Tokarev TT-33]] appears in ''Squad'' as the "TT33 Tokarev". It is available to the Insurgent and Militia cell/squad leaders, medics and marksmen, and feeds from 8-round box magazines. Like the [[Squad#Makarov PM|PM]], it comes with more magazines than the other pistols to compensate for its smaller magazine capacity. It packs the biggest punch of all the pistols in the game, owing to its calibre. It is textured with painted stars on both grips. The markings on the TT-33 erroneously claim a production year of 1938, despite being modeled after the post-1947 variant.<br />
<br />
[[file:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]<br />
[[file:Squad tt33 hold.jpg|thumb|none|600px|The Tokarev TT-33 in first person.]]<br />
[[file:Squad TT-33 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad TT-33 Grips.jpg|thumb|none|600px|Reloading the TT-33 - note the painted star on the grips.]]<br />
[[file:Squad TT-33 Reload.jpg|thumb|none|600px|Releasing the slide.]]<br />
<br />
==Makarov PM== <br />
The [[Makarov PM]] appears in ''Squad'' as the "PM Makarov", following OWI's tradition of naming pistols backwards. It is available to all Insurgent and Militia classes except the cell/squad leader, medic, marksman, light and heavy anti-tank. Like the [[Squad#Tokarev TT-33|TT-33]], it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.<br />
[[file:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]<br />
[[file:Squad pm hold.jpg|thumb|none|600px|The Makarov PM in first person.]]<br />
[[file:Squad_makarov_sights.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad_makarov_reload2.jpg|thumb|none|600px|Reloading the PM.]]<br />
[[file:Squad pm reload2.jpg|thumb|none|600px|Releasing the slide.]]<br />
<br />
==Browning Hi-Power==<br />
The [[Inglis Hi-Power]] is available to all classes of the Canadian Army (except for the Combat Engineer) added in the Alpha 15.3 update. It appears as the "Hi-Power Pistol". An older model [[Browning Hi-Power]] with wood grips and a tangent rear sight appears as the standard sidearm of the MEA (Middle Eastern Alliance) faction added in the v1.0 update. The Australian Defence Force with the V2.15 update also uses the Hi-Power, this time the Mark III variant, under the "Hi-Power MK3" moniker.<br />
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]<br />
[[File:Squad Hi-Power (1).jpg|thumb|none|600px|Drawing the Inglis HP out in a rocky part of Goose Bay.]]<br />
[[File:SquadHiPower.jpg|thumb|none|600px|Far in the cold white north, a Canuck reveals his Hi-Power.]]<br />
[[File:SquadHiPowersights.jpg|thumb|none|600px|We don't even get three dots this time around. Lame.]]<br />
[[File:SquadHiPowerreload.jpg|thumb|none|600px|Still, nice to have a Hi-Power regardless. Reloading is fairly typical. Remove old mag, show the kids at home the fresh new mag...]]<br />
[[File:SquadHiPowerreload2.jpg|thumb|none|600px|Before hitting the slide release. The Hi-Power reuses the M9A1's animations, even including a non-existent decocker safety for unequipping the gun.]]<br />
[[File:Browning-HP-P35.jpg|thumb|none|350px|FN P-35 - 9x19mm]]<br />
[[File:SquadOldHiPower.jpg|thumb|none|600px|Paying tribute to the sky, we are gifted with a lovely vintage Hi-Power.]]<br />
[[File:SquadOldHiPowerSights.jpg|thumb|none|600px|Aiming down the sights, the big and chunky 1930's tangent sights. They can be rather optimistically dialed out to 500 meters.]]<br />
[[File:SquadOldHiPowerReload.jpg|thumb|none|600px|Although as repayment for this new model...]]<br />
[[File:SquadOldHiPowerReload2.jpg|thumb|none|600px|We use the same default animations. A small price to pay.]]<br />
[[Image:HiPowerMk3.jpg|thumb|none|350px|Commercial Browning Hi-Power Mark III - 9x19mm]]<br />
[[File:Squad BHP MkIII (1).jpg|thumb|none|600px|An Australian holds his Self Loading Pistol on a hostile water jug.]]<br />
[[File:Squad BHP MkIII (2).jpg|thumb|none|600px|Aiming shows some newer illuminated sights, although its still a rather old sidearm given the ADF's much more modern primary weapons.]]<br />
[[File:Squad BHP MkIII (3).jpg|thumb|none|600px|Reloading the Mark III with the game's standard pistol reload after putting some holes in the plastic jug.]]<br />
<br />
==QSZ-92==<br />
V4.0's update introduces the [[QSZ-92]] as the People's Liberation Army standard sidearm.<br />
[[File:11 qsz-92-5 Main.jpg|thumb|350px|none|QSZ-92-5.8 - 5.8x21mm DAP92]]<br />
[[File:Squad QSZ-92 (1).jpg|thumb|none|600px|A Chinese Squad Leader draws his QSZ-92 along the harbor.]]<br />
[[File:Squad QSZ-92 (2).jpg|thumb|none|600px|The QSZ's sights.]]<br />
[[File:Squad QSZ-92 (3).jpg|thumb|none|600px|It reloads in ''Squad'''s typical fashion. The cartridges along the magazine's window appear to be mere 2D textures.]]<br />
[[File:Squad QSZ-92 (4).jpg|thumb|none|600px|Chambering the QSZ.]]<br />
<br />
=Submachine Guns=<br />
==PPSh-41== <br />
The [[PPSh-41]] is available exclusively to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has access to 4 of the former and 2 of the latter, and may switch between them at his own discretion (using the scroll wheel). <br />
<br />
Switching to the drum magazine will have the player character remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player character will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and draw it again by equipping the one with the drum magazine option, the character would already have done the switch magically beforehand.<br />
[[file:Ppsh41.jpg|thumb|none|400px|PPSh-41 with stick magazine - 7.62x25mm Tokarev]]<br />
[[file:Squad ppsh41 stick hold.jpg|thumb|none|600px|The PPSh-41 in first person.]]<br />
[[file:Squad ppsh41 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad ppsh41 stick reload1.jpg|thumb|none|600px|Reloading the PPSh-41.]]<br />
[[file:Squad ppsh41 stick reload2.jpg|thumb|none|600px|Pulling the bolt back after inserting a fresh magazine.]]<br />
[[file:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 with drum magazine - 7.62x25mm Tokarev]]<br />
[[file:Squad ppsh41 drum hold.jpg|thumb|none|600px|The PPSh-41, with 71-round drum equipped, in first person.]]<br />
[[file:Squad ppsh41 drum reload.jpg|thumb|none|600px|Inserting a drum - As with the stick magazine, after the magazine insertion, the player checks that the magazine catch is secure.]]<br />
[[file:Squad ppsh41 drum safety.jpg|thumb|none|600px|Holstering the PPSh-41 - the player character releases the charging handle so that the bolt goes forward; most weapons have their safeties engaged/disengaged when the player draws or holsters them.]]<br />
<br />
==Sa vz. 61 Skorpion==<br />
The [[Sa vz. 61 Skorpion]] is made available for Insurgent and Militia crewmen, lead crewman and as an option for the Insurgent Light Anti-Tank in Alpha 13.<br />
[[file:CZ Vz.61.jpg|thumb|350px|none|Sa vz. 61 Skorpion - .32 ACP]]<br />
[[File:SquadSkorpionDraw.jpg|thumb|none|601px|The draw animation for the Skorpion, doing the rare feat of actually using the gun's folding stock.]]<br />
[[File:SquadSkorpion1.jpg|thumb|none|601px|The Skorpion in all it's tiny, adorable glory.]]<br />
[[File:SquadSkorpionSights.jpg|thumb|none|601px|The sights, cramped but still fitted with a 2 position flip sight. The usability of that on a .32 ACP submachine gun is questionable but it's nice the option is there.]]<br />
[[File:Squad Skorpion (1).jpg|thumb|none|600px|Actuating the fire selector - due to a scripting limitation, it pops back in place; this is the case for all fire selector animations in-game.]]<br />
[[File:SquadSkorpionReload1.jpg|thumb|none|601px|Having redecorated the nearby walls with 20 rounds of .32 ACP, it's time to reload by removing the old mag...]]<br />
[[File:SquadSkorpionReload2.jpg|thumb|none|601px|Then inserting a fresh one and thumbing the cocking knobs back and letting the bolt chamber a round.]]<br />
[[File:SquadSkorpionDeEquip.jpg|thumb|none|601px|When done, he folds the stock back up and puts it away.]]<br />
<br />
=Rifles and Carbines=<br />
==M16A4==<br />
The USMC faction of the V3.0 update has the [[M16A4]] rifle as standard for riflemen, squad leaders, Corpsmen, engineers, and AT kits. The USMC grenadier has an M16A4 equipped with a M203.<br />
[[File:M16A4Standard.jpg|thumb|none|400px|M16A4 detachable carry handle sight - 5.56x45mm]]<br />
[[File:BattleLA M16A4.jpg|thumb|none|400px|M16A4 with ACOG scope, RIS foregrip, Magpul MBUS rear sight, and AN/PEQ-15 IR designator - 5.56x45mm]]<br />
[[File:Squad M16A4 (1).jpg|thumb|none|600px|A Marine with the basic pattern M16A4 near a cannon monument. All come equipped with AN/PEQ-16 ATPIALs and use older carry handle rear sights rather than the USMC standard KAC rear sights. Foregrips are available to a few roles.]]<br />
[[File:Squad M16A4 (2).jpg|thumb|none|600px|Aiming with the classic A2 sight picture.]]<br />
[[File:Squad M16A4 (3).jpg|thumb|none|600px|The M16 has the same shared reload animation from the other AR variants.]]<br />
[[File:Squad M16A4 (4).jpg|thumb|none|600px|About to smack the bolt release.]]<br />
[[File:Squad M16A4 (5).jpg|thumb|none|600px|The SL M16A4 comes with an ACOG M150 scope and KAC vertical grip.]]<br />
[[File:Squad M16A4 (6).jpg|thumb|none|600px|Looking through the ACOG scope.]]<br />
[[File:Squad M16A4 (7).jpg|thumb|none|600px|The right side of the Grenadier M16, which also comes equipped with a M150 sight.]]<br />
<br />
==M4A1==<br />
The [[M4A1]] is available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. The rifleman's M4A1 may either have an Aimpoint CompM4 (designated "M68 CCO") alone, or a carry handle rear sight and KAC foregrip. The squad leader's M4A1 on the other hand uses the M68 CCO with a KAC foregrip and is loaded with tracer rounds.<br />
<br />
A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and [[Squad#Colt M4 Carbine|M4 Carbine]] markings, implying it shares the same models and textures with the latter rifle.<br />
<br />
The Alpha of the V14 Update introduced a modified version of the M4 and M4A1 for the US Army, using MaTech 300m sights rather than the classic carry handle and adding PEQ-15 laser modules for both rifles. The LE stocks have also been changed to Crane/BCM B5 SOPMOD stocks.<br />
[[file:ColtM4.jpg|thumb|none|400px|Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]<br />
[[file:Squad m4a1 hold.jpg|thumb|none|600px|The M4A1 in first-person.]]<br />
[[file:Squad m4a1 aim1.jpg|thumb|none|600px|Aiming down the sights - the M4-type sights use the ghost ring for zeroing 100m and 200m, and is flipped down to the peep sight when zeroing from 300m beyond, which is further raised, up to 600m zeroing.]]<br />
[[file:Squad m4a1 aim2.jpg|thumb|none|600px|Aiming with the over-sized M68 CCO.]]<br />
[[file:Squad m4a1 reload1.jpg|thumb|none|600px|Reloading the M4A1 - the rifleman first checks the chamber, in a very [[Project_Reality#M4.2FM4A1_Carbine|Project Reality-ish]] manner...]]<br />
[[file:Squad m4a1 reload2.jpg|thumb|none|600px|...switches magazines, revealing the [[Squad#Colt M4 Carbine|M4 Carbine]] markings in the process...]]<br />
[[file:Squad m4a1 reload3.jpg|thumb|none|600px|...and finishes by slapping the bolt release - The bolt release juts out when a magazine is emptied.]]<br />
[[File:Squad M4A1 V14 (1).jpg|thumb|none|600px|Taking a knee with the post-Alpha 14 M4A1's basic infantry variant - note the model has been improved as well, the charging handle and top rail now have much better proportions.]]<br />
[[File:Squad M4A1 V14 (2).jpg|thumb|none|600px|The view through the MaTech rear and just over the PEQ box.]]<br />
<br />
==M4==<br />
The [[M4 carbine]] in a few different configurations is used by the US Army and the Militia in ''Squad''. All configurations use 30-round box magazines and have a six-position stock.<br />
<br />
For the US Army, the M4 Carbine is available to all US Army classes save for the automatic rifleman, machine gunner and marksman, and comes with a KAC railed handguard. The US Army squad leader, rifleman and grenadier's M4 Carbines have Trijicon TA31RCOs (designated "M150 RCO") mounted. The squad leader's comes loaded with tracer rounds while the grenadier's comes with an additional [[Squad#M203A1|M203A1]] mounted. The combat engineer's has an M68 CCO mounted. The medic and light anti-tank may choose either the M150 RCO or M68 CCO. In the case of the medic, choosing the former means losing his [[Squad#M67 Frag Grenade|M67 Frag Grenade]] and red [[Squad#M18 Smoke Grenade|M18 Smoke Grenades]]. For the light anti-tank, choosing former means losing both his M67s and one white M18. The lead crewman and crewman use stock rifles with carry handle iron sights. The heavy anti-tank may choose either the M68 CCO or carry handle iron sights (with a KAC foregrip), with the latter losing access to his M67.<br />
<br />
For the Militia, their M4 is only available to Militia squad leader and rifleman, and comes with the older round handguard. The squad leader's M4 comes with an M68 mounted onto the rear sight (i.e. the carry handle), while the rifleman's M4 only has stock iron sights.<br />
<br />
The USMC faction has M4 Carbines an an option for some roles such as the Heavy AT kit and vehicle crewman. It still uses the carry handle rear sight and has a PEQ equipped. <br />
[[file:ColtM4 FirstVersion.jpg|thumb|none|400px|Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm]] <br />
[[file:ColtM4.jpg|thumb|none|400px|Colt M4 Carbine with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]<br />
[[file:Squad m4 mil hold.jpg|thumb|none|600px|The Militia's M4 Carbine in first person.]]<br />
[[file:Squad M4 M68 Hold.jpg|thumb|none|600px|The M4 Carbine, with M68 CCO mounted, in first person.]]<br />
[[file:Squad M4 M68 Aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]<br />
[[file:Squad m4 us hold.jpg|thumb|none|600px|The US Army's M4 Carbine, with a M150 RCO equipped, in first person.]]<br />
[[file:Squad m4 us aim.jpg|thumb|none|600px|Aiming with the M150 RCO - note the honeycomb pattern of the killflash as well as the blurred front sight.]]<br />
[[File:Squad M4 V14 (1).jpg|thumb|none|600px|Right side of a post-Alpha 14 US Army M4, showing the folded down rear sight and PEQ-15 mounted on the 3'o-clock rail.]]<br />
<br />
==Colt Canada C7A2==<br />
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7A2]] is available to the Canadian Army rifleman, light anti-tank and Combat Engineer classes. It originally came with a C79A2 mounted; later updates introduced iron sight and foregrip variants. AN/PEQ-2s have also been added to the front sight RIS section.<br />
[[file:C7a2.jpg|thumb|none|400px|Colt Canada C7A2 with C79A2 optical sight - 5.56x45mm]]<br />
[[File:Squad C7A2 (1).jpg|thumb|none|600px|A iron-sighted C7A2 out by the Manic-5 exit canal.]]<br />
[[File:Squad C7A2 (2).jpg|thumb|none|600px|The C7 long rifle brought to shoulder.]]<br />
[[File:Squad C7A2 (3).jpg|thumb|none|600px|Aiming with the new Colt Canada style rear sight, note the Maple Leaf.]]<br />
[[File:SquadC7.jpg|thumb|none|601px|At a lovely Newfoundland fishing dock, we find a C7A2 in its natural habitat.]]<br />
[[File:SquadC7Scope.jpg|thumb|none|600px|The scope view of the C79A2. A straight line post with a few range estimation wings, and a teeny tiny green point for aiming. Very vintage.]]<br />
[[File:SquadC7Reload1.jpg|thumb|none|600px|After a bit of non-regulation fishing, the reload begins by dropping the mag...]]<br />
[[File:SquadC7Reload2.jpg|thumb|none|600px|Smacking in a fresh one...]]<br />
[[File:SquadC7Reload3.jpg|thumb|none|600px|About to clap the bolt release, animations shared by all the AR pattern rifles in-game. The Canadian C7/C8 rifles come in both original green and black and...]]<br />
<br />
==Colt Canada C8A3==<br />
The [[M16_rifle_series#Diemaco.2FColt_Canada_C8_Carbine|Colt Canada C8A3]] is available to the Canadian Army squad leader, lead crewman, medic, crewman, and heavy anti-tank. The squad leader's C8A3 may either have a C79A2 optical sight, or a EOTech 552 (designated "ET552" or "ET"). The EOTech comes default with the medic and both crewman classes. Earlier versions of the game featured the C8A3 with the M203 for the Canadian Grenadier; however, this has been replaced with the C7A2 + M203 combo.<br />
[[file:Colt_Canada_C8_carbine.JPG|thumb|none|400px|Colt Canada C8A3 with C79A2 optical sight and Thermold polymer magazine - 5.56x45mm]]<br />
[[File:SquadC8.jpg|thumb|none|600px|Desert tan! And here's the EOTech or "ET" variant of the C8.]]<br />
[[File:SquadC8sight.jpg|thumb|none|600px|Aiming the C8, showing the absolute cowitness for the EOTech and the front sight block.]]<br />
[[File:SquadC8Reload1.jpg|thumb|none|600px|Reloading the C8 reveals that while it uses the generic animations, it is actually modeled with a Colt Canada lower complete with a "Fabrique Au Canada" stamp on the lower And despite its desert get-up, its still got a green Cadex foregrip.]]<br />
[[File:SquadC8Reload2.jpg|thumb|none|600px|The rifle's identity secured, the bolt is slapped home.]]<br />
[[File:Squad C8A3 (1).jpg|thumb|none|600px|A distinctly-ungloved Canadian crewman with the basic pattern C8A3.]]<br />
[[File:Squad C8A3 (2).jpg|thumb|none|600px|Looking through the basic sights.]]<br />
<br />
==L85A2==<br />
The [[L85A2]] is available to all British Army classes except the crewman, lead crewman, marksman, automatic rifleman and machine gunner. It feeds from 30-round box magazines, and comes equipped with a Daniel Defense railed handguard. The rifleman's L85A2 may either have a Grip Pod or a Trijicon TA31-CH (simply named "ACOG") mounted, the medic's comes exclusively with a SUSAT, the grenadier's comes with an ACOG and a [[Squad#L123A2 UGL|L123A2 UGL]] mounted. Finally, the squad leader's is loaded with tracer rounds, and may either have a Grip Pod alone or a Grip Pod and ACOG mounted simultaneously. <br />
<br />
Note that the model of ACOG adopted by the British Army is actually the TA31F rather than the -CH variant, with an RMR mounted on top. The V2.0 update introduced another variant using an ELCAN 4x scope as the "L85A2 LDS." As of the V2.15 update, all the ACOG variants have been replaced with ELCAN scopes.<br />
[[file:L85A2 upgraded.jpg|thumb|none|400px|L85A2 Theatre Entry Standard (TES) - 5.56x45mm]]<br />
[[file:Squad l85a2 hold.jpg|thumb|none|600px|The L85A2 in first person.]]<br />
[[file:Squad l85a2 aim.jpg|thumb|none|600px|Aiming down the sights - this default rear sight is used at the default 100m zeroing. Zeroing the weapon to 200m will flip it down to the smaller aperture sight.]]<br />
[[file:Squad l85a2 reload 1.jpg|thumb|none|600px|Reloading the L85A2 - The rifleman checks the empty chamber...]]<br />
[[file:Squad l85a2 reload 2.jpg|thumb|none|600px|...switches magazines...]]<br />
[[file:Squad l85a2 reload 3.jpg|thumb|none|600px|...presses the bolt release to chamber a round...]]<br />
[[file:Squad l85a2 reload 4.jpg|thumb|none|600px|...and karate chops the charging handle as a forward assist.]]<br />
[[file:Squad L85A2 SUSAT Hold.jpg|thumb|none|600px|The L85A2, with SUSAT mounted, in first person.]]<br />
[[file:Squad L85A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT.]]<br />
[[file:Squad L85A2 SUSAT Vault.jpg|thumb|none|600px|Vaulting with the L85A2 - we now have a nice view of the SUSAT.]]<br />
[[file:Squad l85a2 acog idle.jpg|thumb|none|600px|The L85A2, with TA31-CH mounted, in first person.]]<br />
[[file:Squad l85a2 acog aim.jpg|thumb|none|600px|Aiming with the TA31-CH - note the different reticle that distinguishes it from the TA31RCO above.]]<br />
[[File:Squad L85A2 LDS (1).jpg|thumb|none|600px|The ELCAN-equipped L85 in the low ready stance.]]<br />
[[File:Squad L85A2 LDS (2).jpg|thumb|none|600px|The view through the ELCAN.]]<br />
<br />
==L22A2==<br />
The [[L22A2]] is available to the British Army crewman and lead crewman, and feeds from 30-round box magazines. The crewman's rifle uses the L85A2's carry handle sights, but the lead crewman's comes with a SUSAT mounted. <br />
<br />
Note that the L22A2 was never designed to accept iron sights due to the impractically short sight radius, and is only ever issued with a SUSAT attached. In game, the front sight post and mounting base are simply pasted onto the weapon body.<br />
[[file:Sa80A2-l22a2.jpg|thumb|none|400px|L22A2 with a 20-round magazine - 5.56x45mm]]<br />
[[file:Squad L22A2 Hold.jpg|thumb|none|600px|The L22A2 in first person.]]<br />
[[file:Squad L22A2 Aim.jpg|thumb|none|600px|Aiming down the sights - it naturally shares the same sight picture as its [[Squad#Enfield SA80A2|bigger brother]] above.]]<br />
[[file:Squad L22A2 Reload.jpg|thumb|none|600px|Reloading the L22A2 - it shares the same reload pattern as the [[Squad#Enfield SA80A2|L85A2]] and the [[Squad#L86A2 LSW|L86A2]] below.]]<br />
[[file:Squad L22A2 SUSAT Hold.jpg|thumb|none|600px|The L22A2, with SUSAT mounted, in first person.]]<br />
[[file:Squad L22A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT to reveal *gasp* a SUSAT reticle.]]<br />
<br />
==EF88==<br />
The [[Thales F90|EF88]] was introduced as the standard assault rifle/carbine for the ADF with the V2.15 update. It has both normal and "EF88C" carbine variants, and comes in a wide latitude of configurations. It has folding BUIS in its most default configurations, and the "ET552" holographic sight for the rifle-length variant, and ELCan Specter scopes for both versions. Squad Leaders have usable Grippods that allow them to deploy the EF88 for added accuracy bonuses. It also has a usable fire selector for semi/full-auto functionality.<br />
[[File:F90.jpg|thumb|none|400px|Thales F90/EF88 - 5.56x45mm]]<br />
[[File:Squad EF88 (1).jpg|thumb|none|600px|A fairly basic EF88C setup in Sumari.]]<br />
[[File:Squad EF88 (2).jpg|thumb|none|600px|The view through the KAC flip sights.]]<br />
[[File:Squad EF88 (3).jpg|thumb|none|600px|Looking at the EF88's right side, showing off the serialized bolt.]]<br />
[[File:Squad EF88 (4).jpg|thumb|none|600px|The Aussie inspects his magazine during the reload.]]<br />
[[File:Squad EF88 (5).jpg|thumb|none|600px|A rifle-length EF88 equipped with the holographic sight.]]<br />
[[File:Squad EF88 (6).jpg|thumb|none|600px|Aiming with the standard EOTech reticle.]]<br />
[[File:Squad EF88 (7).jpg|thumb|none|600px|Getting a look at the very nicely detailed locked back bolt and magazine follower after the EF88 runs dry.]]<br />
[[File:Squad EF88 (8).jpg|thumb|none|600px|Setting a new magazine...]]<br />
[[File:Squad EF88 (9).jpg|thumb|none|600px|...and pushing in the AUG A3 style bolt release tab.]]<br />
[[File:Squad EF88 (10).jpg|thumb|none|600px|The EF88 kitted out with a Specter scope and SL40.]]<br />
[[File:Squad EF88 (11).jpg|thumb|none|600px|The ELCan's scope view.]]<br />
<br />
==F88 Austeyr==<br />
The Chora RAAS v3 engagement includes somewhat more historic loadouts for the ADF - namely, all the EF-88 variants are replaced with classic [[F88 Austeyr]] rifles, complete with the classic A1 scopes. As with the EF-88, these have usable fire selectors, which is actually technically accurate for the F88 as the Australians outfitted it with a modified selector that can block the two-stage trigger's full travel without engaging the auto sear.<br />
[[File:Austeyr.jpg|thumb|none|400px|F88 Austeyr - 5.56x45mm]]<br />
[[File:Squad F88 (1).jpg|thumb|none|600px|The groovy 70s F88 out on Chora.]]<br />
[[File:Squad F88 (2).jpg|thumb|none|600px|Aiming at the sky with the iconic donut-within-crosshair reticule of the A1 scope.]]<br />
[[File:Squad F88 (3).jpg|thumb|none|600px|Unlike the newer EF88 above, the Austeyr's bolt doesn't lock back when empty. Some older disruptive Auscam sleeves would complete the old school look.]]<br />
[[File:Squad F88 (4).jpg|thumb|none|600px|Pulling up a new waffle mag.]]<br />
[[File:Squad F88 (5).jpg|thumb|none|600px|Sliding it in with some clipping of the right sleeve.]]<br />
[[File:Squad F88 (6).jpg|thumb|none|600px|And giving the F88's charging handle a yank to rechamber it.]]<br />
<br />
==Heckler & Koch HK416==<br />
===Heckler & Koch M27 IAR===<br />
Introduced with the USMC as part of the V3.0 update, the [[Heckler & Koch M27 IAR]] is issued to the Marine automatic riflemen subclass and is available to squad leader roles. All versions are equipped with Harris bipods, and the automatic rifleman has the ACOG SDO scope.<br />
[[File:H&K M27 IAR.jpg|thumb|none|400px|Heckler & Koch M27 IAR - 5.56x45mm NATO]]<br />
[[File:H&K-M27-IAR-USMC.jpg|thumb|none|400px|Heckler & Koch M27 IAR with bipod, vertical foregrip, and Trijicon SU-258/PVQ Squad Day Optic - 5.56x45mm NATO]]<br />
[[File:Squad M27 IAR (1).jpg|thumb|none|600px|On the flight deck of the USS Essex for some at-sea qualifications with the M27 IAR.]]<br />
[[File:Squad M27 IAR (2).jpg|thumb|none|600px|Aiming with the KAC BUIS.]]<br />
[[File:Squad M27 IAR (3).jpg|thumb|none|600px|Deploying the bipod legs atop a crate.]]<br />
[[File:Squad M27 IAR (4).jpg|thumb|none|600px|Reloading the deployed M27 IAR.]]<br />
[[File:Squad M27 IAR (5).jpg|thumb|none|600px|Chambering the IAR with a civilized thumbing-of-the-bolt release.]]<br />
[[File:Squad M27 IAR (6).jpg|thumb|none|600px|The right side of the ACOG-equipped IAR - it has the red illuminator band covered in blue 100-MPH tape, a neat detail. Oddly, none of the variants come with the vertical grip.]]<br />
[[File:Squad M27 IAR (7).jpg|thumb|none|600px|The reticle of the SU-258 SDO.]]<br />
<br />
===Heckler & Koch M38 SDMR===<br />
The M38 SDMR the primary rifle used by the USMC Marskman roles. It features a Leupold Mark 4 MR/T scope similar the M110 SASS and has a bipod, but lacks the KAC QDSS-NT4 suppressor. It also is locked to semi-auto despite being the same base 416 rifle as the M27 IAR.<br />
<br />
[[File:M38-SDMR.jpg|thumb|none|400px|Heckler & Koch M38 SDMR - 5.56x45mm NATO]]<br />
[[File:Squad M38 SDMR (1).jpg|thumb|none|600px|Looking at the M38 SDMR while shipboard.]]<br />
[[File:Squad M38 SDMR (2).jpg|thumb|none|600px|The view through the Leupold scope.]]<br />
[[File:Squad M38 SDMR (3.jpg|thumb|none|602px|The right side of the SDMR.]]<br />
[[File:Squad M38 SDMR (4).jpg|thumb|none|600px|Reloading the M38.]]<br />
<br />
==AK-74==<br />
The [[AK-74]] is available to the Militia rifleman, light anti-tank and grenadier, and feeds from 30-round box magazines. The Militia grenadier's AK-74 comes with a [[Squad#GP-25|GP-25]] mounted.<br />
[[file:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]<br />
[[file:Squad ak74 hold.jpg|thumb|none|600px|The AK-74 in first person.]]<br />
[[file:Squad ak74 aim.jpg|thumb|none|600px|Aiming down the sights - the AK-74-type sights zero up to 1000m.]]<br />
[[file:Squad ak74 reload3.jpg|thumb|none|600px|Reloading the AK-74 - The militant checks the new magazine...]]<br />
[[file:Squad ak74 reload1.jpg|thumb|none|600px|...rocks the magazine in...]]<br />
[[file:Squad ak74 reload2.jpg|thumb|none|600px|...and racks the charging handle with his dominant arm - this reload pattern is shared among all the 5.45mm AK rifles.]]<br />
[[file:Squad ak74 safety.jpg|thumb|none|600px|Engaging the safety.]]<br />
<br />
==AKS-74==<br />
The [[AKS-74]] is available to the Militia heavy anti-tank, and feeds from 30-round box magazines. Like the [[Squad#AKMS|AKMS]], it was originally a random spawn for riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.<br />
[[file:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]<br />
[[file:Squad aks74 hold.jpg|thumb|none|600px|The AKS-74 in first person - one may faintly make out the lack of a wooden stock.]]<br />
[[file:Squad aks74 reload.jpg|thumb|none|600px|Reloading the AKS-74 - the skeletal folding stock is particularly prominent in this frame.]]<br />
<br />
==AKS-74N==<br />
The [[AKS-74|AKS-74N]] is available to the Militia squad leader and rifleman, as well as the Insurgent fighter. It feeds from 30-round box magazines, and comes with a 1P29 mounted. While the side-rail for mounting night-vision optics is not visible from any angle, there is no other way you would be able to mount such an optic other than with superglue.<br />
[[File:AKS-74 1P29.jpg|thumb|none|400px|AKS-74N with 1P29 - 5.45x39mm]]<br />
[[file:Squad aks74n hold.jpg|thumb|none|600px|The AKS-74N, with 1P29 mounted, in first person.]]<br />
[[file:Squad aks74n aim.jpg|thumb|none|600px|Choosing to ignore the target right in front of him, the militant targets the one behind it, but of course aims a bit higher so that the photographer can capture the reticle perfectly on camera - the 1P29 zeroes up to 400m.]]<br />
<br />
==AK-74M==<br />
The [[AK-74M]] is the available to all Russian Ground Forces classes except the lead crewman, crewman, marksman, automatic rifleman and machine gunner, and feeds from 30-round box magazines. While every applicable class has access to a stock rifle, the squad leader and rifleman's AK-74Ms may also have a 1P63 Obzor or a 1P78-1 Kashtan mounted, while the grenadier's has a [[Squad#GP-25|GP-25]] mounted. The squad leader's AK-74M is loaded with tracer rounds. Quite unlike the other AK rifles in the game, the player grips it by the magazine rather than the handguard, a trait shared with the [[Squad#RPK-74M|RPK-74M]]. <br />
<br />
Note that the 1P63 Obzor originated from a mod, and when it was officially added to the game, the pink tint on the lens was removed due to the lens shader affecting performance.<br />
[[file:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]]<br />
[[file:Squad ak74m hold.jpg|thumb|none|600px|The AK-74M in first person - note the grip of the left hand on the magazine.]]<br />
[[file:Squad ak74m aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad ak74m reload.jpg|thumb|none|600px|Reloading the AK-74M - the polymer furniture, folding stock (indicated by the trunnion at the end of the receiver), smooth upper receiver and side-rail, all often neglected features in other titles, are all visible here.]]<br />
[[file:Squad ak74m 1p63 hold.jpg|thumb|none|600px|The AK-74M, with 1P63 Obzor mounted, in first person.]]<br />
[[file:Squad ak74m 1p63 aim.jpg|thumb|none|600px|Aiming with the 1P63 Obzor.]]<br />
[[file:Squad ak74m 1p78 hold.jpg|thumb|none|600px|The AK-74M, with 1P78-1 Kashtan mounted, in first person.]]<br />
[[file:Squad ak74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-1 Kashtan.]]<br />
<br />
==AKS-74U== <br />
The [[AKS-74U]] is available to the Militia and Russian Ground Forces crewmen and lead crewmen, and feeds from 30-round box magazines.<br />
[[file:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[file:Squad aks74u hold.jpg|thumb|none|600px|The AKS-74U in first person.]]<br />
[[file:Squad aks74u aim.jpg|thumb|none|600px|Aiming down the sights - the only two zeroing options are 100m and 400m.]]<br />
[[file:Squad aks74u reload.jpg|thumb|none|600px|Reloading the AKS-74U.]]<br />
<br />
==AKM== <br />
The [[AKM]] is available to the Insurgent fighter and grenadier, as well as the Militia rifleman as a limited kit. It feeds from 30-round box magazines. The Insurgent grenadier's AKM comes with a [[Squad#GP-25|GP-25]] mounted.<br />
[[file:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]<br />
[[file:Squad akm hold.jpg|thumb|none|600px|The AKM in first person, as the militant threatens yet another target.]]<br />
[[file:Squad_akm_sights.jpg|thumb|none|600px|Aiming down the sights - the AKM-type sights only zero up to 800m.]]<br />
[[file:Squad_akm_reload.jpg|thumb|none|600px|Reloading the AKM.]]<br />
[[file:Squad akm reload2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
<br />
==AKMS==<br />
The [[AKMS]] is available to the Insurgent crewman, lead crewman and fighter, and feeds from 30-round box magazines. As with the [[Squad#AKS-74|AKS-74]], it was originally planned to be a random spawn for fighters using the AKM.<br />
[[file:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]<br />
[[file:Squad akms hold.jpg|thumb|none|600px|The AKMS in first person - one can faintly make out the folding stock at the end of the receiver.]]<br />
[[file:Squad akms vault.jpg|thumb|none|600px|Vaulting with the AKMS - part of the folding stock is revealed.]]<br />
<br />
==PM md. 63== <br />
The [[AK-47#AIM/AIMS|PM.md.63 (AIM)]] is available to the Insurgent cell leader and feeds from 30-round box magazines.<br />
[[file:Aimrifle.jpg|thumb|none|400px|PM md. 63 - 7.62x39mm]]<br />
[[file:Squad md63 hold.jpg|thumb|none|600px|The PM md. 63 in first person.]]<br />
[[file:Squad md63 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad md63 reload1.jpg|thumb|none|600px|Reloading the PM md. 63 - with the "donkey dong" foregrip in the way, the insurgent inserts the magazine at an angle...]]<br />
[[file:Squad md63 reload2.jpg|thumb|none|600px|...and pulls the charging handle with the strong hand.]]<br />
<br />
==AMD-65== <br />
The [[AMD-65]] is available to the Insurgent medic, and feeds from 30-round box magazines.<br />
[[file:AMD-65 wood.jpg|thumb|none|400px|AMD-65 with wood furniture - 7.62x39mm]]<br />
[[file:Squad amd65 hold.jpg|thumb|none|600px|The AMD-65 in first person.]]<br />
[[file:Squad amd65 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad amd65 reload1.jpg|thumb|none|600px|Reloading the AMD-65 - it has a similar animation to the [[Squad#PM md. 63|md. 63]].]]<br />
<br />
==SKS== <br />
The [[SKS]] is available to the Insurgent and Militia scouts and cell/squad leaders, as well as the Insurgent light and heavy anti-tank. It feeds from a 10-round internal magazine loaded by stripper clips and, bizarrely, can be reloaded mid-clip. The SKS also features a usable bayonet. The squad leaders and scouts' rifles come with a PU mounted, but there is no cut-out on the stock that indicates the presence of the PU mounting bracket.<br />
<br />
Note that to reload an SKS partially, one needs to hold the bolt open while doing so as the bolt only locks back on an empty magazine. An easier alternative would be to first empty the magazine by releasing the floor plate first, before pulling the bolt back to lock it open. The way it works in game was apparently a deliberate decision for balance purposes. Additionally, a point worth noting is that the SKS in ''Squad'' can hold an extra round in the chamber when reloading mid-clip, despite a single round being ejected when the bolt is first pulled back.<br />
<br />
Finally, while it looks like the player character is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again. This was changed in the V2.0 update; the partial reload animation now shows the user manually holding the bolt back with his left hand and loading single rounds into the magazine in a much more mechanically correct way - though the +1 in the chamber still incorrectly occurs. <br />
[[file:Simonov-Russian-SKS45.jpg|thumb|none|400px|SKS - 7.62x39mm]]<br />
[[file:Squad sks draw.jpg|thumb|none|600px|The player character turns off the safety, as he prepares to assert his dominance over a group of targets.]]<br />
[[file:Squad sks hold.jpg|thumb|none|600px|The SKS in first person.]]<br />
[[file:Squad sks aim.jpg|thumb|none|600px|Getting a sight picture on a metal delinquent that need punishing - the SKS sights zero up to 1000m.]]<br />
[[file:Squad sks reload1.jpg|thumb|none|600px|Reloading the SKS mid-clip - note that the magazine was already full.]]<br />
[[file:Squad_sks_loading.jpg|thumb|none|600px|Loading a stripper clip - on an empty reload, the bolt automatically locks back, and the player character empties the stripper clip into the magazine.]]<br />
[[file:Squad_sks_reload2.jpg|thumb|none|600px|Removing a partly-used stripper clip - no matter how many rounds you fire beforehand, the player character will always load 4 rounds into the magazine. The partly-used clip will be retained, and will always come back later on as a fully loaded clip, despite holding the same number of rounds from earlier.]]<br />
[[file:Squad SKS PU Hold.jpg|thumb|none|600px|The SKS, with PU mounted, in first person.]]<br />
[[file:Squad SKS PU Aim.jpg|thumb|none|600px|Aiming with the PU.]]<br />
[[file:Squad SKS PU Reload.jpg|thumb|none|600px|Reloading the SKS to get a nice view of the PU - note that the PU seems to be pasted onto the receiver; in the real SKS, the stock has to be partially cut to make room for the scope mount.]]<br />
[[File:Squad SKS (1).jpg|thumb|none|600px|The V2.0 new non-empty reload animation with individual rounds - which would probably be extremely uncomfortable for the Insurgent's left fingers.]]<br />
[[File:Squad SKS (2).jpg|thumb|none|600px|The bolt does stick open though, so the user pops it forward underhanded.]]<br />
[[File:Squad SKS (3).jpg|thumb|none|600px|Unfolding the sword-style bayonet.]]<br />
[[File:Squad SKS (4).jpg|thumb|none|600px|The SKS in melee-mode.]]<br />
<br />
==Mosin-Nagant M91/30==<br />
Added in V2.0, the classic [[Mosin_Nagant_Rifle|Mosin Nagant M91/30]] enters the arsenals of the Insurgents in three specific variants. The classic full-length M91/30 appears as an optional kit for the Fighter class. It reloads from empty with a five-round stripper clip and can be topped off with loose rounds, although as with the V2.0 SKS reload revision, this allows for an incorrect +1 in the chamber which is not possible with Mosin rifles.<br />
[[file:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 rifle - 7.62x54mmR]]<br />
[[file:SquadM9130.jpg|thumb|none|600px|Taking a trip to the short range with an old classic, the M91/30.]]<br />
[[file:SquadM9130Irons.jpg|thumb|none|600px|Looking down the sights reveals the classic rear notch and globe of the M91/30.]]<br />
[[file:SquadM9130Recoil.jpg|thumb|none|600px|And firing the Mosin removes that entirely. And this is just on the full-length "Nugget". It only gets punchier from here.]]<br />
[[file:SquadM9130Reload1.jpg|thumb|none|600px|And the reload, crack open the bolt.]]<br />
[[file:SquadM9130Reload2.jpg|thumb|none|600px|Stuff in five rounds of 7.62x54R, praise the /k/ube and continue on.]]<br />
<br />
===Mosin-Nagant M38 Carbine===<br />
The shorter [[Mosin Nagant Model 1938 Carbine]] appears as the new main arm of the Sapper class.<br />
[[File:M38Carbine.jpg|thumb|none|400px|Mosin Nagant M38 Carbine - 7.62x54mm R]]<br />
[[file:SquadM38.jpg|thumb|none|600px|The 91/30's tinier little brother gets taken out for a spin.]]<br />
[[file:SquadM38Irons.jpg|thumb|none|600px|The sights look similar, albeit obviously closer together.]]<br />
[[file:SquadM38Cycling.jpg|thumb|none|600px|But everything else operates the same. A nice touch with the Mosins in Squad is the lack of a "hold open" once the gun is empty. The character will just cycle the gun straight to empty without a second thought.]]<br />
<br />
===Mosin Nagant M91/30 Sniper Rifle===<br />
Along side the other Mosin variants, the [[Mosin Nagant Rifle|Mosin Nagant M91/30 rifle]] fitted with a PU scope is added to the Insurgents' new Sniper class.<br />
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper variant with Russian PU scope and down-turned bolt handle - 7.62x54mmR]]<br />
[[file:SquadM9130PUSafety.jpg|thumb|none|600px|And the one we've all been waiting for. Time to show off the Mosin's draw animation, and like Project Reality, this game remembers the Mosin's safety notch.]]<br />
[[file:SquadM9130PU.jpg|thumb|none|600px|The 91/30 with a PU in all its glory. It's not Stalingrad, but it'll do.]]<br />
[[file:SquadM9130PUScope.jpg|thumb|none|600px|Looking down the scope reveals a similar view to RS2 and the earlier mentioned SKS, a high set of a post and wing. Vintage in comparison to the other faction's more modern snipers but...]]<br />
[[file:SquadM9130PUScope2.jpg|thumb|none|600px|Still just as effective in the right hands.]]<br />
[[file:SquadM9130PUReload.jpg|thumb|none|600px|After 5 shots at long-ish range, the M91/30 gets fed its regular diet of 7.62x54R spoon fed into the magazine.]]<br />
<br />
==Heckler & Koch G3A3== <br />
The [[Heckler & Koch G3A3]] is available to the Insurgent fighter as a limited kit, feeding from 20 round magazines and being equipped with slim line handguards. The G3A3 is also the standard issue rifle of the MEA, who have both the standard iron sight only version as well as the option for a Hensoldt ZF-1 scope or a Zeiss Z-Point red dot. There's also the option for a G3A3 equipped with an HK79 grenade launcher for the MEA Grenadier.<br />
<br />
Rather bizarrely, the G3A3 also serves as the MEA's Automatic Rifle. Known as the "G3A3 + Drum Mag", this version uses the wide handguards and equips a bipod as well as X-Product 50 round drum mags, fittingly loaded with tracers as part of this battle rifle's transformation into a lightweight support weapon.<br />
[[File:HKG3A3.jpg|thumb|none|400px|Heckler & Koch G3A3 with "slimline" handguard - 7.62x51mm]]<br />
[[file:Squad g3a3 hold.jpg|thumb|none|600px|The G3A3 in first person.]]<br />
[[file:Squad_g3_sights.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad g3a3 reload1.jpg|thumb|none|600px|Reloading the G3A3 - the fighter pulls the charging handle back to lock it...]]<br />
[[file:Squad_g3_magazine.jpg|thumb|none|600px|...inserts a fresh magazine after the obligatory magazine check...]]<br />
[[file:Squad_g3_slap.jpg|thumb|none|600px|...and ends it with the classic HK slap.]]<br />
[[File:SquadG3ZPoint.jpg|thumb|none|600px|Out to the killhouse, we go with the MEA's special Z-Point variant of the G3A3.]]<br />
[[File:SquadG3ZPointAiming.jpg|thumb|none|600px|Working on some room clearing, we get a good look of the Z-Point dot.]]<br />
[[file:SquadG3ZPointReload.jpg|thumb|none|600px|But the reload?]]<br />
[[file:SquadG3ZPointReload2.jpg|thumb|none|600px|Exactly the same, and just as satisfying.]]<br />
[[File:G3a3zf.jpg|thumb|none|500px|G3A3ZF with Hensoldt 4x24 optical sight - 7.62x51mm NATO]]<br />
[[File:SquadG3ZF1.jpg|thumb|none|600px|The other neat variant of the G3A3 added was the ZF-1 equipped version. A vintage magnified option for sure, but fun nonetheless.]]<br />
[[File:SquadG3ZF1Aiming.jpg|thumb|none|600px|A look down the glass of the ZF-1, very clear for 60's vintage glass isn't it?]]<br />
[[File:G3a3.jpg|thumb|none|400px|Heckler & Koch G3A3 with wide handguard - 7.62x51mm NATO]]<br />
[[File:SquadG3LMG.jpg|thumb|none|600px|And the most weird version of the G3 added in V1.0, and that's saying something with the HK-51 was included. The G3 "LMG".]]<br />
[[File:SquadG3LMGBipod.jpg|thumb|none|600px|The neat feature to this gun is the fitted bipod.]]<br />
[[File:SquadG3LMGBees.jpg|thumb|none|600px|Well that and it being loaded with tracers.]]<br />
[[File:SquadG3LMGReload.jpg|thumb|none|600px|It does get its own neat reload with a slightly less violent tug of the charging handle...]]<br />
[[File:SquadG3LMGReload2.jpg|thumb|none|600px|And a swap of the drums. But no slap for you. You'll get enough of that with the rest of these reloads.]]<br />
<br />
===Heckler & Koch G3A4===<br />
Originally added in the game as an optional rifle kit for the Insurgent Cell Leader, the [[Heckler & Koch G3|Heckler & Koch G3A4]] returns with the addition of the MEA as the standard issue rifle for MEA Squad Leaders. It comes in the same three variants of the other MEA G3s, iron sight only/Zeiss Z-Point or ZF-1 scope but with the SL standard of running tracer rounds.<br />
[[Image:G3A4.jpg|400px|thumb|none|Heckler & Koch G3A4 - 7.62x51mm NATO]]<br />
[[File:SquadG3A4.jpg|thumb|none|600px|The G3A4 in the field. The only noticeable difference is the wide "tropical" handguard.]]<br />
[[File:SquadG3A4Irons.jpg|thumb|none|600px|Beyond the collapsing stock, it's all effectively the same rifle.]]<br />
[[File:SquadG3A4Reload.jpg|thumb|none|600px|Including the ever so satisfying SLAP.]]<br />
<br />
===Heckler & Koch G3KA4===<br />
The carbine of the MEA, the short [[Heckler & Koch G3KA4]] appears with the group's Light Anti-Tank and Combat Engineer classes, with the same options of optical/digital or iron sights.<br />
[[Image:G3KA4.jpg|thumb|none|400px|Heckler & Koch G3KA4 - 7.62x51mm NATO]]<br />
[[File:SquadG3KA4.jpg|thumb|none|600px|Out in somewhere that's not the normal desert range, we get the KA4. Can you tell the barrel is shorter?]]<br />
[[File:SquadG3KA4Irons.jpg|thumb|none|600px|I mean it's exactly what you'd expect.]]<br />
[[File:SquadG3KA4Reload.jpg|thumb|none|600px|It works...]]<br />
[[File:SquadG3KA4Reload2.jpg|thumb|none|600px|Exactly as you'd expect. Slap included.]]<br />
<br />
===Heckler & Koch G3SG/1===<br />
MEA Marksman are issued the [[Heckler & Koch G3SG/1]] as a sniper rifle. It is limited to semi-automatic fire only.<br />
[[File:H&KSG1.jpg|thumb|none|400px|Heckler & Koch G3SG/1 - 7.62x51mm NATO]]<br />
[[File:SquadG3SG1.jpg|thumb|none|600px|Back in the guard tower, we see the G3/SG1. The slightly sleeker of the many G3 variants.]]<br />
[[File:SquadG3SG1Irons.jpg|thumb|none|600px|Looking down the scope, we get a very simple reticle. A cross hair with a central red dot.]]<br />
[[File:SquadG3SG1Irons2.jpg|thumb|none|600px|And that reticle is a very nice inclusion all things considered.]]<br />
[[File:SquadG3SG1Reload.jpg|thumb|none|600px|The reload is what you'd expect. But...]]<br />
[[File:SquadG3SG1Bipod.jpg|thumb|none|600px|What about the bipod reload?]]<br />
[[File:SquadG3SG1BipodReload.jpg|thumb|none|600px|HA! ITS JUST THE G3A3 LMG'S RELOAD!]]<br />
<br />
===HK51===<br />
The last of the G3s on offer for the MEA, the shortie [[Heckler & Koch G3|HK51]] appears as the compact carbine of the MEA. Given its short length, it only comes with iron sights or the Z-Point, and only for the Pilot, Lead Crewman and Heavy Anti-Tank Classes.<br />
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]<br />
[[File:SquadHK51.jpg|thumb|none|600px|After so many flavors of G3. We get to the one you want to see. The TINY one.]]<br />
[[File:SquadHK51Irons.jpg|thumb|none|600px|The sights, just a little too close for comfort.]]<br />
[[File:SquadHK51Recoil.jpg|thumb|none|600px|And if you want, you can flick it to full auto, mag dump all 20 rounds and rattle your fillings loose.]]<br />
[[File:SquadHK51Reload.jpg|thumb|none|600px|And the rest is...]]<br />
[[File:SquadHK51Reload2.jpg|thumb|none|600px|Exactly what you expect.]]<br />
<br />
==StG 58==<br />
The [[FN FAL|StG 58]] is available to the Militia squad leader and medic, as well as the Insurgent fighter as a limited kit. It feeds from 20-round box magazines and is recognisable by the ribbed stamped metal handguard and its unique combination muzzle device, although it lacks the bipods.<br />
[[File:StG 58.jpg|thumb|none|400px|StG 58 - 7.62x51mm NATO]]<br />
[[file:Squad StG58 Hold.jpg|thumb|none|600px|The FN FAL in first person.]]<br />
[[file:Squad StG58 Aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad StG58 Reload1.jpg|thumb|none|600px|Reloading the FN FAL - the insurgent inspects the chamber...]]<br />
[[file:Squad StG58 Reload2.jpg|thumb|none|600px|...rocks a fresh magazine in... - note the iconic muzzle device.]]<br />
[[file:Squad StG58 Reload3.jpg|thumb|none|600px|...and ends it by pulling the charging handle when he could have easily gone for the bolt release.]]<br />
<br />
==QBZ-95-1==<br />
[[QBZ-95-1]] rifles are the standard service rifle for the PLA with the V4.0 Update.<br />
[[File:Norinco QBZ95-1.jpg|thumb|none|400px|QBZ-95-1 - 5.8x42mm]]<br />
[[File:Squad QBZ-95 (1).jpg|thumb|none|600px|Flicking the safety off the QBZ-95-1 rifle during a stroll through the red house neighborhood.]]<br />
[[File:Squad QBZ-95 (2).jpg|thumb|none|600px|Inspecting the QBZ-95-1. It's held with an almost C-clamp style grip.]]<br />
[[File:Squad QBZ-95 (3).jpg|thumb|none|600px|The QBZ's fairly straightforward ghost-ring-and-hooded sights.]]<br />
[[File:Squad QBZ-95 (4).jpg|thumb|none|600px|Rocking in another 5.8mm waffled mag while empty - the bolt is locked back.]]<br />
[[File:Squad QBZ-95 (5).jpg|thumb|none|600px|Releasing the charging handle to send it and the bolt along their way.]]<br />
[[File:Squad QBZ-95 (6).jpg|thumb|none|600px|A PLA soldier with the holo-sighted QBZ under a stormy Pacific night.]]<br />
[[File:Squad QBZ-95 (7).jpg|thumb|none|600px|Aiming upon the heavens with the backwards not-EOTech.]]<br />
<br />
===QBZ-95B-1===<br />
The [[QBZ-95-1|QBZ-95B-1]] carbine is issued to China's HAT, Engineer, and vehicle crew kits. <br />
[[File:QBZ95B-1.jpg|thumb|none|400px|QBZ-95B-1 - 5.8x42mm]]<br />
[[File:Squad QBZ-95B-1 (1).jpg|thumb|none|600px|Right side of the QBZ-95B-1 carbine.]]<br />
[[File:Squad QBZ-95B-1 (2).jpg|thumb|none|600px|Inspecting the magazine and its 5.8x42mm rounds.]]<br />
<br />
=Light Machine Guns= <br />
Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.<br />
<br />
The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.<br />
<br />
Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.<br />
<br />
==M249 SAW== <br />
The [[FN Minimi#M249|M249 SAW]] is featured in ''Squad'' disguised as the "Minimi," for the Milita. It is one of two light machine guns available to the Militia automatic rifleman, and is unlocked later than the [[Squad#RPK-74|RPK-74]].<br />
<br />
An RFI updated M249 is included with the USMC faction with the V3.0 update. It uses the Trijicon SDO scope.<br />
[[file:Fn m249saw mk2 10-1-.jpg|thumb|none|400px|M249 SAW - 5.56x45mm NATO]]<br />
[[file:Squad_m249_idle.jpg|thumb|none|600px|The M249 SAW in first person - note the rail-less feed cover and missing heatshield.]]<br />
[[file:Squad m249 deploy.jpg|thumb|none|600px|Deploying bipods - note the long barrel and the distinct handguard that gives it away.]]<br />
[[file:08 squad m249 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad m249 reload1.jpg|thumb|none|600px|Reloading the M249 SAW - the militant automatic rifleman first racks the charging handle before reloading...]] <br />
[[file:Squad_m249_chamber_check.jpg|thumb|none|600px|...flips the feed tray up and down for a chamber inspection...]]<br />
[[file:Squad m249 reload box.jpg|thumb|none|600px|...loads a new 200-round ammo box...]]<br />
[[file:Squad m249 reload3.jpg|thumb|none|600px|...loads a new belt onto the feed tray...]]<br />
[[file:Squad m249 reload4.jpg|thumb|none|600px|...and closes the feed cover when done.]]<br />
[[File:Squad M249 USMC (1).jpg|thumb|none|600px|A Marine SAW gunner inspects the right side of his M249 in Iraq.]]<br />
[[File:Squad M249 USMC (2).jpg|thumb|none|600px|The M249, deployed.]]<br />
[[File:Squad M249 USMC (3).jpg|thumb|none|600px|Looking through the scope, akin to the same ACOG used on the M27 IAR.]]<br />
<br />
==M249 Paratrooper==<br />
The [[FN Minimi#M249|M249 Paratrooper]] appears in ''Squad'' as the "M249 PIP". It is available to the US Army automatic rifleman, and feeds from 100-round cloth ammo bags. Aside its distinctive short barrel, it comes with the heat shield, railed handguard and telescoping buttstock of the Rapid Fielding Initiative (RFI). The PIP in its in-game designation likely comes from the M249 Product Improvement Program, the contents of which are are commonly confused with those of the RFI. The automatic rifleman has a choice between the M68 CCO and M145 MGO, the latter unlocking later than the former and having no M67s.<br />
[[file:M249 Para ACOG.jpg|thumb|none|400px|M249 Paratrooper - 5.56x45mm NATO]] <br />
[[file:Squad m249 para hold.jpg|thumb|none|600px|The M249 Paratrooper in first person.]]<br />
[[file:Squad m249 para deploy.jpg|thumb|none|600px|Deploying the M249 Paratrooper - note the different railed handguard and short barrel.]] <br />
[[file:Squad m249 para aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]<br />
[[file:Squad m249 para reload.jpg|thumb|none|600px|Reloading the M249 Paratrooper - note the smaller 100-round cloth ammo bag]]<br />
[[file:Squad m249 para scope.jpg|thumb|none|600px|The M249 Paratrooper, with M145 MGO mounted, in first person.]]<br />
[[file:Squad m249 para scope aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]<br />
<br />
==L110A2==<br />
The [[FN Minimi|L110A2]], an FN Minimi Para variant with an L85-style dovetail rail, appears in ''Squad'' as the "L110A2 Minimi". It is available to the British Army automatic rifleman, and feeds from 100-round cloth ammo bags similar to those of the [[Squad#M249 Paratrooper|M249 Paratrooper]]. The automatic rifleman has the choice between iron sights or a SUSAT optic. <br />
<br />
At release, the in-game L110A2 is in fact a basic FN Minimi Para with Picatinny rails and original rear sight instead of the L110's unique rear sight. These issues have been fixed in an update, and the in-game L110A2 now more closely resembles the proper British military variant.<br />
<br />
[[file:British L110A2.jpg|thumb|none|400px|Actual L110A2, for comparison - 5.56x45mm NATO]] <br />
[[File:Squad L110A2 (1).jpg|thumb|none|600px|Standing next to an Estonian petrol station with the update L110A2 LMG.]]<br />
[[File:Squad L110A2 (2).jpg|thumb|none|600px|Looking through the iron sights.]]<br />
[[File:Squad L110A2 (3).jpg|thumb|none|600px|The right side of the updated SUSAT variant - it shares rollmarks with the American M249.]]<br />
[[file:MinimiPara.jpg|thumb|none|400px|FN Minimi Para - 5.56x45mm NATO]]<br />
[[file:Squad l110a2 hold.jpg|thumb|none|600px|The original L110A2, or an FN Minimi Para, in first person.]]<br />
[[file:Squad l110a2 deploy.jpg|thumb|none|600px|Deploying the Minimi Para - note the exposed short barrel and original [[FN Minimi|Minimi]] handguards.]] <br />
[[file:Squad l110a2 aim.jpg|thumb|none|600px|Aiming down the original incorrect iron sights - it shares the same sights as the [[Squad#M249 SAW|M249 SAW]]. The default sights are zeroed at 200 meters (note the number 2 markings). Changing the zeroing adjusts the knob, increasing the zeroing in increments of 200 meters, up to 1200 meters. The M249 SAW zeroes in the same way.]]<br />
[[file:Squad l110a2 reload 3.jpg|thumb|none|600px|Reloading the Minimi Para - it shares the same reload pattern as the [[Squad#M249 SAW|M249 SAW]] and [[Squad#M249 Paratrooper|M249 Paratrooper]].]]<br />
[[file:Squad l110a2 susat hold.jpg|thumb|none|600px|The Minimi Para, with SUSAT mounted, in first person.]]<br />
[[file:Squad l110a2 susat aim.jpg|thumb|none|600px|Aiming with the SUSAT - the SUSAT zeroes from 100m to 600m in 100m increments.]]<br />
<br />
==C9A2==<br />
The [[FN_Minimi#C9_Light_Machine_Gun|C9A2 light machine gun]] is available to the Canadian Army automatic rifleman. It comes with an C79A2 optical sight mounted.<br />
[[file:C9A2.jpg|thumb|none|400px|C9A2 light machine gun with C79A2 optical sight - 5.56x45mm]]<br />
[[file:SquadC9.jpg|thumb|none|600px|At a local construction sight, we find the rarely seen Minimi variant, the C9A2. Note the correct C77 marked ammo box underneath.]]<br />
[[file:SquadC9Scope.jpg|thumb|none|600px|Aiming down the tube reveals the same basic set-up as the earlier C7. Same post, same point, same hazy front sight that's out of focus.]]<br />
[[file:SquadC9Reload1.jpg|thumb|none|600px|And like the other FN Minimi variants, the same reload. Open top cover, check the feed tray...]]<br />
[[file:SquadC9Reload2.jpg|thumb|none|600px|Swap box, fit and feed belt, slap down top cover, continue forward.]]<br />
[[File:Squad C9A2 (1).jpg|thumb|none|600px|Right side of the C9, showing that it has a different receiver texture. Note the classic Diemaco green CAR stock and AN/PEQ-2 designator.]]<br />
<br />
==FN Minimi F89==<br />
As part of the V2.15 update, the [[FN Minimi]] is issued to the ADF Automatic Rifleman as the '''F89 Minimi'''. It mounts the EOTech 552 holographic sight.<br />
[[File:Minimi Standard 5.56 (2012).jpg|thumb|none|400px|FN Minimi Standard - 5.56x45mm NATO]]<br />
[[File:Squad F89 Minimi (1).jpg|thumb|none|600px|An Aussie looks over his F89 LMG. It appears to also have US rollmarks, and the 552 sight is cleverly marked as an "EchoTech."]]<br />
[[File:Squad F89 Minimi (2).jpg|thumb|none|600px|Aiming through said "EchoTech."]]<br />
[[File:Squad F89 Minimi (3).jpg|thumb|none|600px|Opening up the F89's top cover on a reload.]]<br />
[[File:Squad F89 Minimi (4).jpg|thumb|none|600px|Inspecting the chamber.]]<br />
[[File:Squad F89 Minimi (5).jpg|thumb|none|600px|Replacing the belt box.]]<br />
<br />
==L86A2 LSW==<br />
The [[L86A2|L86A2 LSW]] is unique in that it is available to the British Army marksman rather than the automatic rifleman, accurately portraying its usage as an interim marksman rifle. It feeds from 30-round box magazines, and comes with a SUSAT mounted. It unlocks earlier than the other British Army marksman option, the [[Squad#L129A1 Sharpshooter|L129A1]].<br />
[[Image:L86A2.jpg|thumb|none|400px|L86A2 LSW - 5.56x45mm NATO]]<br />
[[file:Squad l86a2 hold.jpg|thumb|none|600px|The L86A2 LSW in first person.]]<br />
[[file:Squad l86a2 aim.jpg|thumb|none|600px|Aiming with the SUSAT - sorry to disappoint if you were somehow expecting a different reticle.]]<br />
[[file:Squad l86a2 reload.jpg|thumb|none|600px|Reloading the L86A2 - the animation is similar to that of the [[Squad#Enfield SA80A2|L85A2]].]]<br />
<br />
==RPK==<br />
The [[RPK]] is available to the Insurgent automatic rifleman, and feeds from either 40-round box magazines or 75-round drum magazines. The former replaces the RPK-74 from the Insurgent arsenal, and unlocks earlier than the latter. <br />
[[Image:RPK right side.jpg|thumb|none|400px|RPK with cleaning rod removed, folded bipod and 40-round magazine - 7.62x39mm]]<br />
[[file:Squad rpk 40 hold.jpg|thumb|none|600px|The RPK in first person.]]<br />
[[file:Squad rpk 40 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad rpk 40 reload1.jpg|thumb|none|600px|Reloading the RPK while deployed - the insurgent automatic rifleman switches magazines...]]<br />
[[file:Squad rpk 40 charge.jpg|thumb|none|600px|...and pulls the charging handle.]]<br />
[[file:Squad rpk 40 reload2.jpg|thumb|none|600px|Reloading the RPK while undeployed - the animation is similar to that of the [[Squad#AKM|AKM]].]]<br />
[[file:Rpk_01_drum.jpg|thumb|none|400px|RPK with 75-round drum - 7.62x39mm]]<br />
[[file:Squad rpk 75 hold.jpg|thumb|none|600px|The RPK, with a 75-round drum, in first person.]]<br />
[[file:Squad rpk 75 reload.jpg|thumb|none|600px|Reloading the RPK while deployed.]]<br />
[[file:Squad rpk 75 reload2.jpg|thumb|none|600px|Reloading the RPK undeployed - the Insurgent automatic rifleman wrestles with the weight of the drum and RPK, and eventually finishes by yanking the charging handle back while still gripping the drum magazine.]]<br />
<br />
==RPK-74==<br />
The [[RPK-74]] is one of two light machine guns available to the Militia automatic rifleman, the other being the [[Squad#M249 SAW|M249 SAW]]. It feeds from 45-round box magazines, and unlocks earlier than the [[Squad#M249 SAW|latter]].<br />
[[file:Soviet_RPK-74.jpg|thumb|none|400px|RPK-74 with 45-round magazine - 5.45x39mm]]<br />
[[file:Squad rpk74 hold.jpg|thumb|none|600px|The RPK-74 in first person.]]<br />
[[file:Squad rpk74 aim.jpg|thumb|none|600px|"CURSE THE SUN" he screams, as he (somewhat pointlessly) threatens it with his RPK-74.]]<br />
[[file:Squad rpk74 reload1.jpg|thumb|none|600px|Reloading the RPK-74 while deployed.]]<br />
[[file:Squad rpk74 reload alt.jpg|thumb|none|600px|Reloading the RPK-74 while undeployed.]]<br />
<br />
==RPK-74M==<br />
The [[RPK-74M]] is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round polymer box magazines, unlike the bakelite ones used by the [[Squad#RPK-74|RPK-74]]. The automatic rifleman may choose between iron sights or a 1P78-2 Kashtan, the latter unlocking later than the former. Like the [[Squad#AK-74M|AK-74M]] above, the player holds the weapon by the magazine rather than by the handguard.<br />
[[file:Rpk74m.jpg|thumb|none|400px|RPK-74M with 45-round magazine - 5.45x39mm]]<br />
[[file:Squad rpk74m hold.jpg|thumb|none|600px|The RPK-74M in first person - note the grip of the left hand on the magazine.]]<br />
[[file:Squad rpk74m aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Squad rpk74m reload.jpg|thumb|none|600px|Reloading the RPK-74M while undeployed.]]<br />
[[file:Squad rpk74m 1p78 deploy.jpg|thumb|none|600px|The RPK-74M, with a 1P78-2 Kashtan mounted, in first person.]]<br />
[[file:Squad rpk74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-2 Kashtan - it was never explicitly stated that it was the 1P78-2 variant (in fact it's likely the same 3D model as the 1P78-1 used on the AK-74M), but it can be inferred since it is calibrated for the RPK-74M after all.]]<br />
<br />
==RPD==<br />
Added in V2.0, the [[RPD|RPD light machine gun]] appears as a replacement for the RPK in the Fire Support role Automatic Rifleman class.<br />
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD - 7.62x39mm]]<br />
[[file:SquadRPD.jpg|thumb|none|600px|The RPD in-game. Like the heavier machine guns, it's carried at a low ready-ish position.]]<br />
[[file:SquadRPDIrons.jpg|thumb|none|600px|Aiming down the sights, adjustable all the way to 1000 meters.]]<br />
[[file:SquadRPDReload1.jpg|thumb|none|600px|After dumping 100 rounds of 7.62x39 with reckless abandon, reloading begins by cracking open the top cover and running the bolt.]]<br />
[[file:SquadRPDReload2.jpg|thumb|none|600px|Before swapping the drums. A nice touch, the tab that holds the drums in place is actuated when the drum is swapped.]]<br />
[[file:SquadRPDReload3.jpg|thumb|none|600px|With the drums swapped, the belt is finally fed into the gun.]]<br />
<br />
==QJB-95-1==<br />
The [[QJB-95-1]] is issued to regular PLA Automatic Riflemen kits.<br />
[[File:QBB95-1.jpg|thumb|none|400px|QJB-95-1 - 5.8x42mm]]<br />
[[File:Squad QJB-95 (1).jpg|thumb|none|600px|A Chinese Automatic Rifleman with the YMA-scoped QJB-95-1 out in the not-Gobi desert.]]<br />
[[File:Squad QJB-95 (2).jpg|thumb|none|600px|The YMA's reticle.]]<br />
[[File:Squad QJB-95 (3).jpg|thumb|none|600px|Inspecting the 75-round drum mag.]]<br />
[[File:Squad QJB-95 (4).jpg|thumb|none|600px|Locking one in on the reload. Note that it manages to lock the bolt back.]]<br />
[[File:Squad QJB-95 (5).jpg|thumb|none|600px|Charging the QJB-95.]]<br />
[[File:Squad QJB-95 (6).jpg|thumb|none|600px|The QJB-95-1 deployed on a HESCO sand crate.]]<br />
<br />
==QJY-88==<br />
In addition, the [[QJY-88]] is used by the PLA's Machinegunner role. <br />
[[File:Type88gpmg1.jpg|thumb|400px|none|QJY-88 with scope, ammo box, and tripod - 5.8x42mm]]<br />
[[File:Squad QJY-88 (1).jpg|thumb|none|600px|A Chinese support gunner with the QJY-88 held in the low ready.]]<br />
[[File:Squad QJY-88 (2).jpg|thumb|none|600px|Deploying the MG upon a wood crate.]]<br />
[[File:Squad QJY-88 (3).jpg|thumb|none|600px|The view through the offset optic.]]<br />
[[File:Squad QJY-88 (4).jpg|thumb|none|600px|Changing out the QJY's 200-round belt boxes.]]<br />
[[File:Squad QJY-88 (5).jpg|thumb|none|600px|Snaking in a new belt.]]<br />
[[File:Squad QJY-88 (6).jpg|thumb|none|600px|Then right-handing the top cover down.]]<br />
[[File:Squad QJY-88 (7).jpg|thumb|none|600px|Working the RPD-like charging handle; here it is pressed back up at the end.]]<br />
<br />
=Medium Machine Guns=<br />
==M240B==<br />
The [[M240B]] is available to the US Army machine gunner, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be a balance consideration. It comes with an M145 MGO mounted. <br />
[[File:M240-1.jpg|thumb|none|400px|M240B - 7.62x51mm NATO]]<br />
[[File:Squad m240b hold.jpg|thumb|none|600px|The M240B in first person.]]<br />
[[File:Squad m240b aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]<br />
[[File:Squad m240b reload2.jpg|thumb|none|600px|Reloading the M240B - the gunner racks the charging handle, then lifts the feed cover and feed tray for a quick inspection...]]<br />
[[File:Squad m240b reload3.jpg|thumb|none|600px|...attaches a new enchanted ammo bag with extra capacity...]]<br />
[[File:Squad m240b reload4.jpg|thumb|none|600px|...closes the tray and loads the new belt on top...]]<br />
[[File:Squad m240b reload6.jpg|thumb|none|600px|...and closes the feed cover at last.]]<br />
<br />
==M240G==<br />
The V3.0 update introduced the [[M240G]] for the Marines. It is issued to the USMC machine gunner kit, and is mounted on most of the Marines' vehicles. It mounts a Trijicon TA11H-308 Machine Gun Optic. <br />
[[File:Fn mag g.jpg|thumb|none|400px|USMC M240G - 7.62x51mm NATO]]<br />
[[File:Squad M240G (1).jpg|thumb|none|600px|The 240 Golf deployed up on a railroad depot.]]<br />
[[File:Squad M240G (2).jpg|thumb|none|600px|Contrasting the SDO reticle against the overcast skies.]]<br />
[[File:Squad M240G (3).jpg|thumb|none|600px|Idling reveals the right side of the M240G.]]<br />
[[File:Squad M240G (4).jpg|thumb|none|600px|Reloads are identical to the other MAG variants.]]<br />
<br />
==FN MAG 58==<br />
The [[FN MAG 58]] appears in ''Squad'' posing as the British [[L7 Machine Gun|L7A2 GPMG]] and as the Canadian [[FN MAG|C6 GPMG]] (appearing originally as the "C6A2," now as the "C6 FLEX"). It is available to the British and Canadian machine gunners, and feeds from enchanted cloth ammo bags, similar to the [[Squad#M240B|M240B]] above. It also has a railed feed cover similar to that of the M240B, which the actual L7A2 or C6 does not have. Rather, the actual L7A2 has a distinct bracket screwed to the left side of the receiver for mounting optics. It also has a unique and distinctly-shaped carry handle.<br />
It also appears for the Aussies as the ''Mag58'' and normally is only found on the Defence Force's vehicles, though it appears as a replacement for the Maximi on the Chora RAAS v3 map alongside the classic F88 Austeyr. <br />
[[File:FNMAG.jpg|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]]<br />
[[file:L7a2 gpmg left.jpg|thumb|none|400px|Actual L7A2 General Purpose Machine Gun, for comparison. - 7.62x51mm NATO]] <br />
[[File:Squad l7a2 hold.jpg|thumb|none|600px|The FN MAG 58 in first person - note the carry handle; the one on the L7A2 has a different shape.]]<br />
[[File:Squad l7a2 aim.jpg|thumb|none|600px|Aiming down the sights, zeroed at 100m by default - zeroing up to 800 meters adjusts the slide and raises the tangent rear sight, and zeroing beyond 800m flips up the rear sight and uses the alternate rear sights, which is raised when the zeroing continues to go up, up to 1800m.<!--Please help with terminology fixing-->]]<br />
[[File:Squad l7a2 reload 1.jpg|thumb|none|600px|Reloading the FN MAG 58 - the animation is similar to that of the [[Squad#M240B|M240B]], just without the optic on top.]]<br />
[[File:Squad l7a2 reload 2.jpg|thumb|none|600px|Closing the feed cover - note the railed feed cover and the exposed barrel.]]<br />
[[File:Squad l7a2 receiver.jpg|thumb|none|600px|Taking a closer look at the left side of the receiver with free look - note the absence of the mounting bracket, a distinct feature of the L7A2 GPMG. While it is detachable, doing so would leave 4 noticeable screw holes.]]<br />
[[File:Squad C6 (1).jpg|thumb|none|600px|Hoisting up the C6 FLEX GPMG out around the "HASCO" defenses at the Basra airfield. Note the CADPAT green belt sack.]]<br />
[[File:SquadC6.jpg|thumb|none|600px|The C6 set up on the wall, sharing pretty much every bit of the L7's model.]]<br />
[[File:SquadC6Sights.jpg|thumb|none|600px|Including the same sights, plus the flip up ones.]]<br />
[[File:Squad C6 (2).jpg|thumb|none|600px|Pulling the bolt back after discharging out the whole belt.]]<br />
[[File:SquadC6Reload.jpg|thumb|none|600px|And the same animation of opening the top cover...]]<br />
[[File:SquadC6Reload2.jpg|thumb|none|600px|And seating the belt.]]<br />
[[File:Squad C6 (3).jpg|thumb|none|600px|A C6 FLEX atop the loader's hatch on the Canadian Leopard 2A6M. The stock should actually be polymer black-colored as part of the FLEX upgrade program.]]<br />
[[File:Squad MAG 58 (1).jpg|thumb|none|600px|A deployed ADF MAG 58. The rear sight is set to 900m and has the rear leaf deployed.]]<br />
[[File:Squad MAG 58 (2).jpg|thumb|none|600px|Aiming with the long-distance sight. It can dial out to 1800 meters.]]<br />
[[File:Squad MAG 58 (3).jpg|thumb|none|600px|Right side of the FN MAG.]]<br />
<br />
==FN Maximi==<br />
The 7.62 variant of the [[FN Minimi]] is the MMG/GPMG normally issued to the ADF Machine Gunner kit.<br />
[[File:MK48.jpg|thumb|none|400px|Mk 48 Mod 0 - 7.62x51mm NATO]]<br />
[[File:Squad Maximi (1).jpg|thumb|none|600px|Getting a look at the right side of the Maximi along the highway to Al-Basrah.]]<br />
[[File:Squad Maximi (2).jpg|thumb|none|600px|And the Maximi as held from at the low-ready. It lacks the STANAG magwell.]]<br />
[[File:Squad Maximi (3).jpg|thumb|none|600px|Popping open the bipod and setting the MG on a jersey barrier.]]<br />
[[File:Squad Maximi (4).jpg|thumb|none|600px|Aiming with the ELCan skyward.]]<br />
[[File:Squad Maximi (5).jpg|thumb|none|600px|Locking the bolt back at the beginning of an empty reload.]]<br />
[[File:Squad Maximi (6).jpg|thumb|none|600px|Reloading the Maximi.]]<br />
[[File:Squad Maximi (8).jpg|thumb|none|600px|The reload as seen undeployed, which gives a good view of the forend setup and vertical grip.]]<br />
<br />
==PKM==<br />
The [[PKM]] is available to the Insurgents and Militia machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. <br />
[[File:HungarianPKM.jpg|thumb|none|400px|PKM - 7.62x54mmR]]<br />
[[File:Squad pkm draw.jpg|thumb|none|600px|Drawing the PKM - as with the other medium machine guns, the weapon is lowered immediately upon drawing. Also note the ammo belt dangling off of the left side; the 7.62x54mmR ammo belts are non-disintegrating, and the firing animations in ''Squad'' correctly animate it as such (though animations that interact with the belt, such as reloads, always show it at a very short length to simplify the animation).]]<br />
[[File:Squad pkm aim.jpg|thumb|none|600px|Aiming down the sights - using the slider, the sights zero up to 1500m.]]<br />
[[File:Squad pkm reload1.jpg|thumb|none|600px|Reloading the PKM - the Insurgent gunner opens the feed cover...]]<br />
[[File:Squad pkm reload2.jpg|thumb|none|600px|...flips the feed tray up and down...]]<br />
[[File:Squad pkm reload3.jpg|thumb|none|600px|...tilts the PKM to the right to load a new 100-round box...]]<br />
[[File:Squad pkm reload4.jpg|thumb|none|600px|...loads the new belt onto the feed tray...]]<br />
[[File:Squad pkm reload6.jpg|thumb|none|600px|...and pulls the charging handle after closing the feed cover.]]<br />
<br />
==PKP Pecheneg==<br />
The [[PKP Pecheneg]] is available to the Russian Ground Forces machine gunner, and feeds from 100-round ammo boxes with non-disintegrating links, similar to the [[Squad#PKM|PKM]] above. It comes with a 1P78 Kashtan mounted, but in reality the 1P78 Kashtans are calibrated for 5.45x39mm and 7.62x39mm rifles and machine guns. A better and more likely scenario would be a 1P77 scope, designed to be mounted on the PKMN and PKP Pecheneg.<br />
[[File:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]]<br />
[[File:Squad pkp draw.jpg|thumb|none|600px|Drawing the PKP Pecheneg - note the markings on the feed cover, which are similar to those of the PKM, and the in-game designation for "- 1p78" where it should be "+ 1P78".]]<br />
[[File:Squad pkp aim.jpg|thumb|none|600px|Aiming with the 1P78 Kashtan - I'd be impressed if you still expected anything different.]]<br />
[[File:Squad pkp reload 1.jpg|thumb|none|600px|Reloading the PKP Pecheneg - the gunner flips the scope down and opens the feed cover...]]<br />
[[File:Squad pkp reload 3.jpg|thumb|none|600px|...loads a new box after inspecting the feed tray...]]<br />
[[File:Squad pkp reload 5.jpg|thumb|none|600px|...closes the feed cover after loading a new belt, giving a good view of the handle on the barrel...]]<br />
[[File:Squad pkp reload 6.jpg|thumb|none|600px|...pulls the charging handle...]]<br />
[[File:Squad pkp reload 7.jpg|thumb|none|600px|...and flips the scope back up.]]<br />
<br />
==MG3==<br />
Added in V1.0 with the MEA, the [[MG3]] appears as the faction's GPMG of choice. It's used by the Machine Gunner class, fitted with a ELCAN scope and it's also fitted to a variety of the faction's vehicles.<br />
[[Image:MG 3.jpg|thumb|none|450px|MG3 Machine Gun - 7.62x51mm NATO]]<br />
[[File:SquadMG3.jpg|thumb|none|600px|Alongside this heavy ordnance, comes a very potent bit of heavy ordnance. The MG3.]]<br />
[[File:SquadMG3Irons.jpg|thumb|none|600px|The sight down the mounted ELCAN scope, revealing a vintage reticle. But you know this because what you want with a videogame MG3...]]<br />
[[File:SquadMG3BEES.jpg|thumb|none|600px|IS THE BEES.]]<br />
[[File:SquadMG3Reload.jpg|thumb|none|600px|After 100 rounds of bees fired mostly into the sky, the reload starts with a charge of the handle and an opening of the top cover.]]<br />
[[File:SquadMG3Reload2.jpg|thumb|none|600px|And a replaced box, new belt and a slapping down of said top cover.]]<br />
[[File:Squad MG3 Samir (1).jpg|thumb|none|600px|Getting behind the MG3 mounted on the MEA Simir jeep - the gunner racks the charging handle.]]<br />
[[File:Squad MG3 Samir (2).jpg|thumb|none|600px|The mounted MG3 ready to rip.]]<br />
[[File:Squad MG3 Samir (3).jpg|thumb|none|600px|Aiming with this version's distinct iron sights.]]<br />
[[File:Squad MG3 Samir (4).jpg|thumb|none|600px|Loading in a new 7.62 NATO belt.]]<br />
<br />
=Sniper Rifles=<br />
==M110 SASS== <br />
The [[M110 SASS]] is available to the US Army marksman, and feeds from 20-round box magazines. It comes with a Leupold Mk 4 scope mounted. Usable bipods were added to the M110 (and the L129A1 below) in Alpha 14, and the M110 received a AN/PEQ-15 device mounted on the three-o'clock rail position.<br />
[[file:M110_ECP_Right_Bipod.jpg|thumb|none|400px|M110 SASS with Leupold Mk4 scope - 7.62x51mm]] <br />
[[file:Squad m110 hold.jpg|thumb|none|600px|The M110 SASS in first person.]]<br />
[[file:Squad_m110_scope.jpg|thumb|none|600px|Aiming with the Leupold Mk 4.]]<br />
[[file:Squad_m110_chamber_check.jpg|thumb|none|600px|As with the [[Squad#M4A1|M4A1]], the marksman checks the chamber before reloading. An interesting added procedure is the rifle is safed during the reload.]]<br />
[[file:Squad_m110_reload.jpg|thumb|none|600px|Inserting a new magazine - note the KAC logo and the protruding bolt catch, indicating that the bolt is locked open.]]<br />
[[file:Squad m110 reload3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]<br />
[[File:Squad M110 (1).jpg|thumb|none|600px|The post Update 14 M110 SASS with its full kit.]]<br />
[[File:Squad M110 (2).jpg|thumb|none|600px|Deploying the bipod.]]<br />
<br />
==L129A1 Sharpshooter==<br />
The [[LMT rifle series|L129A1 Sharpshooter]] is one of two weapons available to the British Army marksman, the other being the [[Squad#L86A2 LSW|L86A2 LSW]]. It feeds from 20-round box magazines, and comes with a Trijicon TA648-RMR-UKS mounted (minus the RMR). It unlocks later than the latter.<br />
[[file:LMTSharpshooter.jpg|thumb|none|400px|L129A1 Sharpshooter - 7.62x51mm NATO]] <br />
[[file:Squad l129a1 hold.jpg|thumb|none|600px|The L129A1 in first person.]]<br />
[[file:Squad l129a1 aim.jpg|thumb|none|600px|Aiming with the TA648-RMR-UKS.]]<br />
[[file:Squad l129a1 reload 1.jpg|thumb|none|600px|As with the [[Squad#M110 SASS|M110 SASS]], the marksman checks the chamber before reloading - note the Magpul PMAG magazine.]]<br />
[[file:Squad l129a1 reload 2.jpg|thumb|none|600px|Inserting a new magazine - note both the LMT logo and the protruding bolt catch, the latter indicating that the bolt is locked open.]]<br />
[[file:Squad l129a1 reload 3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]<br />
[[File:Squad L129A1 (1).jpg|thumb|none|600px|The updated L129A1 with a Harris bipod.]]<br />
<br />
==C14 Timberwolf==<br />
The [[C14 Timberwolf]] is available to the Canadian Army sniper, and feeds from 5-round box magazines. It comes with a Schmidt & Bender PMII scope mounted and has a deployable bipod.<br />
[[file:C14MRSWS.jpg|thumb|none|400px|PGW C14 Timberwolf with Harris bipod - .338 Lapua Magnum]]<br />
[[File:Squad C14 (1).jpg|thumb|none|600px|The equip/unequip animations of the C14 involve flicking its safety lever.]]<br />
[[file:SquadC14.jpg|thumb|none|601px|Perched upon a rock with Squad's first proper bolt action sniper rifle.]]<br />
[[file:SquadC14Scope.jpg|thumb|none|601px|Aiming with the C14's scope, a standard mil-dot with a red center dot. In earlier versions of the game, the muzzle brake was incorrectly visible through the scope; this has been fixed.]]<br />
[[File:Squad C14 (2).jpg|thumb|none|600px|Deploying the Harris bipod.]]<br />
[[file:SquadC14Reload1.jpg|thumb|none|601px|Reloading the C14 by swapping the 5 rounder mag.]]<br />
[[file:SquadC14Reload2.jpg|thumb|none|601px|Before opening and closing the bolt to feed a fresh round.]]<br />
<br />
==Heckler & Koch HK417==<br />
Introduced with the V2.15 update, the [[Heckler & Koch HK417]] is issued to the Australian sharpshooter. It is fitted with the same Trijicon TA648-308 scope as the UK's L129A1, and has a vertical grip and usable Harris bipod. The magwell has "F 417" inscribed on it despite the in-game menu name being "HK417," and the ADF officially refers to it by the commercial HK name without the "F" prefix.<br />
[[File:HK417 16.jpg|thumb|none|400px|Heckler & Koch HK417 with 16" barrel - 7.62x51mm NATO]]<br />
[[File:Squad HK417 (1).jpg|thumb|none|600px|Setting up on a balcony with the HK417.]]<br />
[[File:Squad HK417 (2.jpg|thumb|none|600px|Holding the 417 at the hip.]]<br />
[[File:Squad HK417 (3).jpg|thumb|none|600px|Aiming the ACOG at a wall to give the reticle something clean to contrast against.]]<br />
[[File:Squad HK417 (4).jpg|thumb|none|600px|Upon empty, the marksman checks the HK417's empty chamber.]]<br />
[[File:Squad HK417 (5.jpg|thumb|none|600px|Loading in a new 20-round magazine.]]<br />
[[File:Squad HK417 (6).jpg|thumb|none|600px|And giving the bolt release a civilized tap.]]<br />
[[File:Squad HK417 (7).jpg|thumb|none|600px|Extending the Harris bipod.]]<br />
<br />
==SVD==<br />
The [[SVD Dragunov|SVD]] is the available to the Russian Ground Forces, Insurgents and Militia marksman classes, and feeds from 10-round box magazines. It comes with a PSO-1 mounted, and its backup iron sights are unusable. It comes with more spare magazines than the [[Squad#M110 SASS|M110 SASS]] and [[Squad#L129A1 Sharpshooter|L129A1]] to compensate for its smaller magazine capacity.<br />
<br />
The Russian Ground Forces marksman used a SVD kitted out with what seemed to be wooden furniture that has been painted black to be disguised as polymer in an attempt to mimic the post-1994 model with polymer furniture currently in service. It also does not use the correct stock, receiver and handguard model. It goes by "SVDM" in game, even though it does not look remotely like its namesake, which is in fact a modernized variant with a folding stock and a railed upper receiver. It also noticeably uses the original PSO-1 model, distinguishable by its infrared (IR) switch, which is absent in the PSO-1M2, the current variant in service.<br />
[[file:SVD_Rifle.jpg|thumb|none|400px|SVD - 7.62x54mmR]]<br />
[[file:Squad svd hold.jpg|thumb|none|600px|The SVD in first person.]]<br />
[[file:Squad svd aim.jpg|thumb|none|600px|Aiming with the PSO-1 - the PSO-1 zeroes up to 1km.]]<br />
[[file:Squad svd reload1.jpg|thumb|none|600px|Reloading the SVD - note the bolt accurately locking back on an empty magazine.]]<br />
[[file:Squad svd reload2.jpg|thumb|none|600px|Releasing the bolt to chamber a round.]]<br />
[[file:SVDpost1993.jpg|thumb|none|400px|SVD (post '90s variant) for comparison - 7.62x54mmR]]<br />
[[file:Squad svd ru hold.jpg|thumb|none|600px|The Russian Marksman's SVD, in first person - note the ribbed receiver cover (the polymer variant uses a reinforced smooth cover) and the protruding IR switch below the elevation adjustment knob of the PSO-1 (it would be a flat disc on the PSO-1M2).]]<br />
[[file:Squad svd ru reload.jpg|thumb|none|600px|A quick glance at the right of the Russian Marksman's SVD reveals that it was but a prank, it was really just recoloured wood instead of polymer - also note the lightening cut on the magazine well that wouldn't be present on the polymer variant.]]<br />
<br />
===SVDM===<br />
Beta 21 replaced the above "SVDM" with a correctly modeled, modern Kalashnikov Concern [[SVDM]] for the Russian Ground Forces. The SVDM features a usable bipod and uses the 1P88 scope.<br />
[[File:SVDM.jpg|thumb|none|400px|SVDM - 7.62x54mm R]]<br />
[[File:Squad SVDM (1).jpg|thumb|none|600px|Freelooking at the new SVDM.]]<br />
[[File:Squad SVDM (2).jpg|thumb|none|600px|The view through the 8x 1P88 scope - the reticle lines were thickened with the V2.0 update.]]<br />
[[File:Squad SVDM (3).jpg|thumb|none|600px|Reloading in the same manner as its older predecessor.]]<br />
[[File:Squad SVDM (4).jpg|thumb|none|600px|Pinky-pulling the charging handle to send the bolt into battery.]]<br />
[[File:Squad SVDM (5).jpg|thumb|none|600px|Deploying the SVDM's bipod.]]<br />
[[File:Squad SVDM (6).jpg|thumb|none|600px|The SVDM on the ground, in idle.]]<br />
[[File:Squad SVDM (7).jpg|thumb|none|600px|Magazine swaps a redone with the left hand, AK-like, while deployed.]]<br />
[[File:Squad SVDM (8).jpg|thumb|none|600px|The deployed rechamber animation.]]<br />
<br />
==QBU-88==<br />
As part of the V4.0 Update, the Chinese Marksman kit uses the [[QBU-88]] semiautomatic sniper rifle.<br />
[[File:Qbu-88-0.jpg|thumb|400px|none|QBU-88 - 5.8x42mm]]<br />
[[File:Squad QBU-88 (1).jpg|thumb|none|600px|A PLA marksman pulls up his QBU-88. As this never had a -1 variation, the safety is still located back ahead of the magazine and is flicked off with the right hand.]]<br />
[[File:Squad QBU-88 (2).jpg|thumb|none|600px|On the lookout for waterfowl at the marsh with the QBU. Here, the China-Clamp grip is visible.]]<br />
[[File:Squad QBU-88 (3).jpg|thumb|none|600px|Getting a high-contrast view of the QBU's scope against the sky.]]<br />
[[File:Squad QBU-88 (4).jpg|thumb|none|600px|Reloading the short ten-round mag. Here, the special 5.8 loading is visible.]]<br />
[[File:Squad QBU-88 (5).jpg|thumb|none|600px|And it rechambers with an underhand tug, tacticool style.]]<br />
[[File:Squad QBU-88 (6).jpg|thumb|none|600px|Extending the bipod.]]<br />
<br />
=Grenade Launchers=<br />
Grenade Launchers are available to the grenadier class. They all have arming distances to mirror those in real life.<br />
<br />
All grenade launchers come with 10 high explosive rounds and 2 white, red and blue smoke marker rounds each.<br />
<br />
==GP-25==<br />
The [[GP-series grenade launcher#GP-25|GP-25]] Kostyor is the available to the Russian Ground Forces, Insurgent and Militia grenadiers, and is mounted to their AK-74M, AKM and AK-74 respectively. Like its real life counterpart, the grenadier's primary weapon is also issued with a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe and loads a round into his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.<br />
[[file:Gp-25_1.jpg|thumb|none|400px|GP-25 - 40mm]] <br />
[[file:Squad gp25 ak74 hold.jpg|thumb|none|600px|The GP-25, mounted to a AK-74, in first person.]]<br />
[[file:Squad gp25 akm hold.jpg|thumb|none|600px|The GP-25, mounted to an AKM, in first person.]]<br />
[[file:Squad gp25 ak74m hold.jpg|thumb|none|600px|The GP-25, mounted to an AK-74M, in first person.]]<br />
[[file:Squad_gp25_sights.jpg|thumb|none|600px|Aiming down the sights - the GP-25 sights by default zero at 50m, and can be adjusted to 100m, 200m, 300m, 400m, and 500m in direct fire mode. It can also switch to indirect fire (high fire) mode by scrolling beyond the 500m zeroing, in which case the two distances available are 200m and 300m.]]<br />
[[file:Squad_gp25_reload.jpg|thumb|none|600px|Loading a VOG-25 frag grenade.]]<br />
[[file:Squad gp25 white.jpg|thumb|none|600px|Loading a white smoke grenade...]]<br />
[[file:Squad gp25 blue.jpg|thumb|none|600px|...a blue smoke grenade...]]<br />
[[file:Squad gp25 red.jpg|thumb|none|600px|...and a red smoke grenade. - The real Russian 40mm caseless grenades generally only produce white smoke, and most of them, like the GDM-40, GD-40, or the GRD-40, look very different from the VOG-25.]]<br />
<br />
==M203A2==<br />
The [[M203 grenade launcher|M203A2]] is available to Grenadiers of the US and Canadian Armies, mounted on the [[Squad#M4 Carbine|M4 Carbine]] and the C7A2 respectively. It is able to fire M433 HEDP rounds or, similar to the [[Squad#GP-25 Grenade Launcher|GP-25]], red, blue and white smoke rounds. Upon selecting the M203A2, the player flips the leaf sight up and loads a round, and when switching back to his rifle, he empties the launcher of any shells and flips the sight down. <br />
<br />
Note that there are no blue smoke rounds for the M203 in reality; there are only M713 red, M714 white, M715 greens, and M716 yellow smoke rounds.<br />
[[File:M4 Carbine with M203 Grenade Launcher.jpg|thumb|none|400px|M4 Carbine with M203 Grenade Launcher - 40mm]]<br />
[[file:Squad m203 hold.jpg|thumb|none|600px|The M203A2, mounted on the M4 Carbine, in first person view.]]<br />
[[file:Squad_m203_sights.jpg|thumb|none|600px|Aiming with the leaf sight.]]<br />
[[file:Squad_m203_loading.jpg|thumb|none|600px|Loading a M433 HEDP round.]]<br />
[[file:Squad m203 white.jpg|thumb|none|600px|Loading a M714 Ground Marker round.]]<br />
[[File:Squad C7A2 M203A2 (1).jpg|thumb|none|600px|An M203A2 slung under the C7A2 rifle, a unique setup with the original upper handguard still retained.]]<br />
[[File:Squad C7A2 M203A2 (2).jpg|thumb|none|600px|Using the Canadian M203.]]<br />
[[File:Squad C7A2 M203A2 (3).jpg|thumb|none|600px|Aiming through its distinct sight - it adjusts from 50m to 300m, here set at 100 to make the front post a bit more visible.]]<br />
<br />
==L123A2 UGL==<br />
The [[Heckler & Koch AG grenade launcher series#L123|Heckler & Koch AG-SA80]] appears in game under the better-known British designation "L123A2", and is available to the British Army grenadier, mounted to his [[Squad#Enfield SA80A2|L85A2]]. Like the [[Squad#Knight's Armament M203A1|M203A1]], it can fire M433 HEDP rounds or red, blue and white smoke rounds.<br />
[[File:L85A2 with L123A2 UBGL.jpg|thumb|none|400px|L85A2 fitted with underslung L123A2 grenade launcher - 5.56x45mm, 40x46mm]]<br />
[[file:Squad l123a2 hold.jpg|thumb|none|600px|The L123A2, mounted on the L85A2, in first person view.]]<br />
[[file:Squad l123a2 aim.jpg|thumb|none|600px|Aiming with the leaf sight.]]<br />
[[file:Squad l123a2 exp.jpg|thumb|none|600px|Loading a M433 HEDP round.]]<br />
[[file:Squad l123a2 white.jpg|thumb|none|600px|Once more, same as before - loading in white smoke round...]]<br />
[[file:Squad l123a2 blue.jpg|thumb|none|600px|...a blue smoke round....]]<br />
[[file:Squad l123a2 red.jpg|thumb|none|600px|...and a red smoke round.]]<br />
<br />
==Heckler & Koch HK79==<br />
MEA Grenadiers use G3 battle rifles with underslung [[Heckler & Koch HK69A1|Heckler & Koch HK79]] 40mm launchers.<br />
[[File:HK33HK79.jpg|thumb|none|400px|Heckler & Koch HK79 40mm mounted on [[Heckler & Koch HK33|Heckler & Koch HK33A2]] 5.56x45mm]]<br />
[[File:SquadHK79.jpg|thumb|none|600px|High in the guard tower, sits the G3 with the underslug HK79 bloop tube.]]<br />
[[File:SquadHK79Irons.jpg|thumb|none|600px|Aiming down the side mounted sights, adjustable for all ranges.]]<br />
[[File:SquadHK79IronsKaboom.jpg|thumb|none|600px|Including that one.]]<br />
[[File:SquadHK79Reload.jpg|thumb|none|600px|Cracking open the tube to remove the spent round.]]<br />
[[File:SquadHK79Reload2.jpg|thumb|none|600px|And popping in a new shell.]]<br />
<br />
==Thales SL40==<br />
The ADF's Grenadier is issued with the EF88 + SL40 grenade launcher. It is paired with a Trijicon RMR for its sighting system.<br />
[[File:Thales F90MBR SL40.jpg|thumb|none|400px|Thales F90MBR with SL40 - 5.56x45mm and 40x46mm]]<br />
[[File:Squad SL40 (1).jpg|thumb|none|600px|Flicking the safety off when switching to the SL40.]]<br />
[[File:Squad SL40 (2).jpg|thumb|none|600px|The SL40 in use.]]<br />
[[File:Squad SL40 (3).jpg|thumb|none|600px|Aiming with the RMR sight.]]<br />
[[File:Squad SL40 (4).jpg|thumb|none|600px|Reloading the SL40 - removing the spent casing.]]<br />
[[File:Squad SL40 (5).jpg|thumb|none|600px|And in with a new one.]]<br />
<br />
==QLG-10A==<br />
For the PLA, the [[QLG-10A]] caseless grenade launcher is used in conjunction with the QBZ-95-1 for their Grenadier kits.<br />
[[File:QBZ95-1GL.jpg|thumb|none|400px|QBZ-95-1 with QLG-10A grenade launcher - 5.8x42mm / 35mm]]<br />
[[File:Squad QLG-10 (1).jpg|thumb|none|600px|The QBZ-95-1 with the YMA scope and QLG-10 active.]]<br />
[[File:Squad QLG-10 (2).jpg|thumb|none|600px|Aiming at about 100m. It dials from 50 to 400 meters.]]<br />
[[File:Squad QLG-10 (3).jpg|thumb|none|600px|Loading a caseless round into the QLG.]]<br />
<br />
=Rocket Launchers=<br />
Rocket launchers are available for the anti-tank classes. They are single-shot weapons that are primarily for taking down vehicles, and have backblast modelled. Care must be taken to avoid accidentally hurting or flat out incapacitating friendlies behind the user when firing. Like grenade launchers, all rocket launchers have arming distances for gameplay purposes, regardless of whether the weapon has them in real life or not.<br />
<br />
==Carl Gustaf M2==<br />
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M2|Carl Gustaf M2]] appears in ''Squad'' as the "Carl Gustav M2 + No78Mk1". It is available to the Canadian Army heavy anti-tank class and comes with 2 high-explosive anti-tank (HEAT) warheads and a single tandem charge warhead. It is also used by the Australian HAT kit.<br />
[[file:CarlGustavM2.jpg|thumb|none|400px|Carl Gustaf M2 - 84x246mm R]]<br />
[[file:SquadM2.jpg|thumb|none|600px|Equipping the M2 starts similar to its brother the MAAWS by loading in the first round - here, an antipersonnel shell.]]<br />
[[File:Squad M2CG (1).jpg|thumb|none|600px|About to pull the blast nozzle/breech/Venturi cone closed.]]<br />
[[file:SquadM2Gustav.jpg|thumb|none|600px|The M2 Gustav in all its vintage glory.]]<br />
[[file:SquadM2GustavScope.jpg|thumb|none|600px|That vintage look extends to the very basic scope in comparison to the M3 below.]]<br />
[[file:SquadM2GustavReload.jpg|thumb|none|600px|Loading a tandem antitank warhead.]]<br />
[[file:SquadM2GustavReload2.jpg|thumb|none|600px|And, finally, the HEAT shell.]]<br />
<br />
==Carl Gustaf M3==<br />
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M3|Carl Gustaf M3]] appears in ''Squad'' under the US Army designation "M3 MAAWS", available to the US heavy anti-tank class. It comes with 2 HEAT warheads (although the AT tandem is another choice) plus 2 smoke rounds. <br />
[[file:CarlGustavM3.jpg|thumb|none|400px|Carl Gustaf M3 - 84x246mm R]]<br />
[[file:SquadMAAWSdraw.jpg|thumb|none|600px|Equipping the MAAWS starts with loading the launcher, in this case, with the 84mm HEDP round.]]<br />
[[file:SquadMAAWS.jpg|thumb|none|600px|Bringing the M3 to shoulder.]]<br />
[[file:SquadMAAWSscope.jpg|thumb|none|600px|Aiming the MAAWS skyward to get a clear look at the reticle. The chevron in the center is for 100 meters, with a mix of drop compensators below it.]]<br />
[[file:SquadMAAWSreload.jpg|thumb|none|600px|About to put in a smoke shell.]]<br />
[[file:SquadMAAWSreload2.jpg|thumb|none|600px|Lastly, the tandem warhead similar to the Canadian one seen above.]]<br />
[[File:Squad M3 MAAWS (1).jpg|thumb|none|600px|Locking the breech in place.]]<br />
<br />
==M72A7 LAW==<br />
The [[M72 LAW|M72A7 LAW]] is available to the US Army and British Army light and heavy anti-tank as a disposable launcher. The light anti-tank carries only one launcher instead of two as of the current build, but may be equipped with a [[Squad#M67 Frag Grenade|M67]] or [[Squad#L109A1 Frag Grenade|L109A1]] respectively to make up for the reduced firepower. Bizarrely, the heavy anti-tank use them as a secondary launcher to their [[Squad#Saab Bofors Dynamics AT4-CS|AT4-CS]] launchers.<br />
<br />
Note that the British Army does not use M72A7s, but rather the further upgraded M72A9 variant (though the two variants are visually very similar), designated as the "L72A9 Light Anti-Structure Munition (LASM)". As its designation implies, its warhead is designed to be used for bunker-busting rather than for anti-tank applications. Additionally, this launcher is an interim launcher to make up for the shortfall of [[MATADOR|L2A1 ASMs]]. The LAW is also issued to the Canadian and Australian forces.<br />
<br />
[[File:M72A7 LAW.jpg|thumb|none|400px|M72A7 LAW with rocket - 66mm]]<br />
[[file:Squad law hold.jpg|thumb|none|600px|The M72A7 LAW in first person.]]<br />
[[file:squad_m72law_deploying.jpg|thumb|none|600px|Deploying the M72 LAW.]]<br />
[[file:squad_m72law_sights.jpg|thumb|none|600px|Aiming down the sights. The sights can be zeroed up to 400m.]]<br />
<br />
==Mk 153 SMAW==<br />
The [[Mk 153 SMAW]] is issued to the USMC HAT class. It has both HEAT and AP warheads, and as with ''[[Project Reality]]'', the spotting rifle is also usable.<br />
[[File:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]<br />
[[File:Squad SMAW (1).jpg|thumb|none|600px|Equipping the SMAW in the amphib's well deck - the rear half/warhead is loaded.]]<br />
[[File:Squad SMAW (2).jpg|thumb|none|600px|And the safety is flicked off.]]<br />
[[File:Squad SMAW (3).jpg|thumb|none|600px|The Mk 153 SMAW shouldered.]]<br />
[[File:Squad SMAW (4).jpg|thumb|none|600px|Sighting in the scope against the sea inside the well deck.]]<br />
[[File:Squad SMAW (5).jpg|thumb|none|600px|Firing the spotting rifle while onshore.]]<br />
[[File:Squad SMAW (6).jpg|thumb|none|600px|Reloading the six-shot magazine...]]<br />
[[File:Squad SMAW (7).jpg|thumb|none|600px|...and the charging handle is pulled on empty reloads.]]<br />
<br />
==Saab Bofors Dynamics AT4-CS==<br />
The [[M136 AT4|Saab Bofors Dynamics AT4-CS]] is available to the US Army light anti-tank class and British Army heavy anti-tank class under their respective designations, the "M136 AT4-CS" and "ILAW AT4-CS".<br />
<br />
At the same time, it is worth noting that "ILAW" is an incomplete designation; the proper designation is "L2A1 Interim Light Anti-tank Weapon (ILAW)". As its name suggests, it is an interim solution to make up for the shortfall of [[MBT LAW|NLAWs]] as the British Army replaces its obsolete [[LAW 80]] launchers.<br />
[[file:AT-4Launcher.jpg|thumb|none|400px|Saab Bofors Dynamics AT4 - 84mm]]<br />
[[file:Squad at4 draw 1.jpg|thumb|none|600px|Deploying the AT4-CS - the player deploys the front sight by pushing the lid open...]]<br />
[[file:Squad at4 draw 2.jpg|thumb|none|600px|...then flips up the rear sight...]]<br />
[[file:Squad at4 draw 3.jpg|thumb|none|600px|...and turns off the safety.]]<br />
[[file:Squad at4 hold.jpg|thumb|none|600px|The AT4-CS in first person.]]<br />
[[file:Squad at4 aim.jpg|thumb|none|600px|Aiming down the sights - the sights zero up to 500m, turning the knob in the process.]]<br />
<br />
==Saab Bofors Dynamics MBT-LAW==<br />
The V2.0 update introduced the [[MBT LAW|NLAW]] as a replacement for the ILAW AT4-CS for the British Army. It features a Predicted-Line-Of-Sight (PLOS) mode that allows the user to track moving targets and fire a guided projectile. <br />
[[File:NLAW.jpg|thumb|none|400px|MBT LAW - 150mm]]<br />
[[File:Squad NLAW (1).jpg|thumb|none|600px|Equipping the NLAW - the UK HAT operator flips out the scope...]]<br />
[[File:Squad NLAW (2).jpg|thumb|none|600px|...and disengages the safety.]]<br />
[[File:Squad NLAW (3).jpg|thumb|none|600px|The NLAW in idle.]]<br />
[[File:Squad NLAW (4).jpg|thumb|none|600px|A clear view through the scope.]]<br />
[[File:Squad NLAW (5).jpg|thumb|none|600px|Showing off the locking feature with a derelict M1A2.]]<br />
[[File:Squad NLAW (6).jpg|thumb|none|600px|Flipping the sight down while putting away the NLAW.]]<br />
<br />
==RPG-7V2==<br />
The [[RPG-7|RPG-7V2]] is available to the Russian Ground Forces, Insurgent and Militia light and heavy anti-tanks. The Russian Ground Forces and Militia anti-tank classes are each armed with 2 OG-7V fragmentation warheads and a single PG-7VM high-explosive anti-tank (HEAT) warhead, with the heavy anti-tank having an additional PG-7VR tandem charge warhead. The Insurgent anti-tank classes has an extra OG-7V warhead to compensate for their [[Squad#SKS|weaker primary rifle]]. When switching between warheads, the player character removes the previous warhead before loading the warhead of choice. <br />
<br />
Additionally, the Russian Ground Forces anti-tank's RPG-7V2 also comes equipped with a PGO-7 (likely the V3 variant), which is regrettably plagued with incorrect or missing markings. It also does not come with the UP-7V sighting device designed to be used in tandem with it, despite the combination of the two being the defining features of the RPG-7V2 over the older variants. Finally, production of the PG-7VM had long ceased since the 70s, and it would be unlikely to see such warheads in the Russian arsenal. Rather, they would have been replaced by the PG-7VL instead.<br />
[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]] <br />
[[file:01 squad rpg7v2 hold.jpg|thumb|none|600px|The RPG-7V2 in first person.]]<br />
[[file:squad_rpg7_sights.jpg|thumb|none|600px|Aiming down the sights - the sights can be zeroed up to 500m, raising the rear sight in the process.]]<br />
[[file:Squad rpg7 pg7vl.jpg|thumb|none|600px|Loading a PG-7VM warhead...]]<br />
[[file:squad_rpg7_reload.jpg|thumb|none|600px|...an OG-7V warhead...]]<br />
[[file:Squad rpg7 pg7vr.jpg|thumb|none|600px|...and a PG-7VR warhead.]]<br />
[[file:squad_rpg7_arming.jpg|thumb|none|600px|In a nice display of weapons knowledge, the player character cocks the launcher after each reload.]]<br />
[[file:Squad rpg7v2 pgo7v hold.jpg|thumb|none|600px|The RPG-7V2, with PGO-7V mounted, in first person.]]<br />
[[file:Squad rpg7v2 pgo7v aim.jpg|thumb|none|600px|Aiming with the PGO-7V - note the incorrect, extra and missing markings throughout the sight picture.]]<br />
<br />
==RPG-26==<br />
The [[RPG-26]] Aglen is available to the Russian Ground Forces light anti-tank as a disposable launcher. As with the [[Squad#M72A7 LAW|M72A7 LAW]], the light anti-tank now only has one disposable launcher instead of two, but instead he is now equipped with a [[Squad#RGD-5 Frag Grenade|RGD-5]].<br />
[[file:Rpg26-1.jpg|thumb|none|400px|RPG-26 - 72.5mm]]<br />
[[file:Squad rpg26 draw1.jpg|thumb|none|600px|Deploying the RPG-26 - the anti-tank soldier flips up the front sight...]]<br />
[[file:Squad rpg26 draw3.jpg|thumb|none|600px|...and the rear sight...]]<br />
[[file:Squad rpg26 draw2.jpg|thumb|none|600px|...and pulls out the safety pin.]]<br />
[[file:Squad rpg26 hold.jpg|thumb|none|600px|The RPG-26 in first person.]]<br />
[[file:Squad rpg26 aim.jpg|thumb|none|600px|Aiming the RPG-26.]]<br />
<br />
==RPG-28==<br />
Introduced with the V2.0 update, the [[RPG-28]] is a new option for the Russian Army HAT kit. It fires a large 125mm projectile with a flat trajectory, and can be zeroed out to 500m. <br />
<br />
[[File:RPG-28.jpg|thumb|none|400px|RPG-28 - 125mm]]<br />
[[File:Squad RPG-28 (1).jpg|thumb|none|600px|Pulling out the safety pin on the RPG-28, just like the RPG-26 above.]]<br />
[[File:Squad RPG-28 (2).jpg|thumb|none|600px|Idling with the RPG-26.]]<br />
[[File:Squad RPG-28 (3).jpg|thumb|none|600px|Looking through the optical sight.]]<br />
[[File:Squad RPG-28 (4).jpg|thumb|none|600px|Slinging back the tube in its unequip animation.]]<br />
<br />
==RPG-29==<br />
The [[RPG-29]] Vampir is available to the Insurgent heavy anti-tank, and grants the user access to 2 PG-29V tandem charge warheads. Compared to the other loadout featuring the [[Squad#RPG-7V2|RPG-7V2]], the extra tandem charge warhead provides extra firepower against armored vehicles at the cost of versatility since the former does not have fragmentation warheads.<br />
[[File:RPG-29 launcher.jpg|thumb|none|400px|RPG-29 launcher - 105mm]]<br />
[[file:Squad RPG29 Ready1.jpg|thumb|none|600px|Deploying the RPG-29 - the anti-tank soldier flips up the front sight...]]<br />
[[file:Squad RPG29 Ready2.jpg|thumb|none|600px|...and the rear sight...]]<br />
[[file:Squad RPG29 Ready3.jpg|thumb|none|600px|...and loads a PG-29V warhead - the loading sequence of the deploying animation is the same as the reloading animation.]]<br />
[[file:Squad RPG29 Hold.jpg|thumb|none|600px|The RPG-29 in first person.]]<br />
[[file:Squad RPG29 Aim.jpg|thumb|none|600px|Aiming the RPG-29.]]<br />
<br />
==DJZ-08==<br />
The PLA's standard LAT launcher is the '''DJZ-08''', a single-shot disposable 80mm recoilless launcher. It fires a high-explosive warhead.<br />
[[File:Squad DJZ-08 (1).jpg|thumb|none|600px|Drawing the DJZ-08 along the test range. The pistol grip is unfolded...]]<br />
[[File:Squad DJZ-08 (2).jpg|thumb|none|600px|...and then the scope is deployed.]]<br />
[[File:Squad DJZ-08 (3).jpg|thumb|none|600px|The DJZ-08 shouldered.]]<br />
[[File:Squad DJZ-08 (4).jpg|thumb|none|600px|ADS view of the DJZ's scope.]]<br />
<br />
==PF-98==<br />
Added with the PLA in the V4.0 Update, the [[PF-98]] is used by the Chinese HAT role. It comes with an anti-armor and a high explosive round. <br />
[[File:PF98.jpg|thumb|none|400px|PF-98 120mm tripod-mounted with rockets (battalion version)]]<br />
[[File:Squad PF-98 (1).jpg|thumb|none|600px|Drawing the PF-98 - loading an HE warhead.]]<br />
[[File:Squad PF-98 (2).jpg|thumb|none|600px|And the AP round, with it's long tandem charge.]]<br />
[[File:Squad PF-98 (3).jpg|thumb|none|600px|The system is then switched on...]]<br />
[[File:Squad PF-98 (4).jpg|thumb|none|600px|...and ready to go.]]<br />
[[File:Squad PF-98 (5).jpg|thumb|none|600px|The view through the PF-98's scope system.]]<br />
<br />
=Frag Grenades= <br />
==M67 Frag Grenade==<br />
The [[M67 hand grenade|M67]] is the standard fragmentation grenade for the US Army, and is available to all classes except for the lead crewman, crewman, grenadier, combat engineer and machine gunner. Canadian Army forces use it as the under the '''C13 Grenade''' designation.<br />
[[file:Baseball.jpg|thumb|none|200px|M67 frag grenade]] <br />
[[file:Squad_m67_idle.jpg|thumb|none|600px|The M67 in first person.]]<br />
[[file:Squad_m67_throw.jpg|thumb|none|600px|Pulling the pin on the M67.]]<br />
<br />
==RGD-5 Frag Grenade==<br />
The [[RGD-5 hand grenade|RGD-5]] is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to the squad leader, medic, rifleman, automatic rifleman and marksman. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.<br />
[[file:Rdg5.jpg|thumb|none|200px|RGD-5 frag grenade]]<br />
[[file:Squad_militiagd5.jpg|thumb|none|600px|The RGD-5 in first person.]]<br />
[[file:Squad rdg5 throw.jpg|thumb|none|600px|Pulling the pin on the RGD-5 before throwing.]]<br />
[[file:Squad rdg5 hold ru.jpg|thumb|none|600px|The RGD-5 in the hands of a Russian conscript who is unsure of whether the seed in his hands is suitable for planting among the crops before him.]]<br />
<br />
==L109A1 Frag Grenade==<br />
The [[L109 hand grenade|L109A1]] is the standard fragmentation grenade for the British Army, and is available to the squad leader, rifleman, automatic rifleman, marksman and light anti-tank.<br />
[[file:L109 A1.jpg|thumb|none|200px|L109A1 frag grenade]]<br />
[[file:Squad l109a1 hold.jpg|thumb|none|600px|The L109A1 in first person.]]<br />
[[file:Squad l109a1 throw.jpg|thumb|none|600px|Pulling the pin on the L109A1 before throwing.]]<br />
<br />
==F1 Grenade==<br />
The Australian [[F1 hand grenade (Australia)|F1 Grenade]] is issued to the ADF faction as its standard fragmentation grenade with the V2.15 update.<br />
<br />
[[File:Australia F1 Grenade.jpg|thumb|none|300px|Australian F1 hand grenade (inert)]]<br />
[[File:Squad F1 (1).jpg|thumb|none|600px|The F1 grenade drawn.]]<br />
[[File:Squad F1 (2).jpg|thumb|none|600px|Pulling the pin.]]<br />
<br />
==F-1 Frag Grenade==<br />
The [[F-1 hand grenade|F-1]] is the standard fragmentation grenade for the Insurgents, and is available to the squad leader, medic, rifleman, automatic rifleman, raider and marksman. The F-1 portrayed in game is the post-war variant with yellow paint.<br />
[[Image:Deactivated f1.jpg|thumb|none|350px|F-1 frag grenade]]<br />
[[file:Squad_F1_grenade_hand_and_ground.jpg|thumb|none|600px|The F-1 in first person.]]<br />
[[file:Squad f1 throw.jpg|thumb|none|600px|Pulling out the F-1's pin.]]<br />
<br />
==Type 86P Frag Grenade==<br />
China's standard hand grenade is the '''Type 86P'''.<br />
[[File:Squad Type 86P (1).jpg|thumb|none|600px|Cradling a Type 86P grenade.]]<br />
[[File:Squad Type 86P (2).jpg|thumb|none|600px|About to toss it into a hapless Baltic house.]]<br />
<br />
=Smoke Grenades=<br />
==M18 Smoke Grenade==<br />
The [[M18 smoke grenade|M18]] is the standard smoke grenade for the US Army, and is available to all classes save the grenadier, coming in white, red, or blue. All classes who can use it have access to the white smoke variant, but red smoke is only available to the medic and squad leader, with blue being exclusive to the latter. Note that real M18s are not available in white or blue, and a better alternative for white smoke would be the [[AN/M8 HC smoke grenade|AN/M8]] or [[M83 Smoke Grenade]].<br />
[[file:M18red.jpg|thumb|none|150px|A red M18 smoke grenade]] <br />
[[file:Squad m18 hold.jpg|thumb|none|600px|The M18 in first person.]]<br />
[[file:Squad m18 throw.jpg|thumb|none|600px|Pulling the pin on the M18 prior to throwing.]]<br />
[[file:Squad_m18_smoke.jpg|thumb|none|600px|Of note are the smoke's interesting visual effects - the smoke billows out in one direction, and is also blocked by obstacles such as the mud wall here.]]<br />
[[file:Squad m18 freedom.jpg|thumb|none|600px|Holding a white M18, as the player character enjoys a moment of patriotic fervor.]]<br />
<br />
===DSF-121 Smoke Grenade===<br />
The PLA's '''DSF-161''' smoke grenade appears to be a clone of the M18.<br />
[[File:Squad_DSF161.jpg|thumb|none|600px|Holding a DSF-161.]]<br />
<br />
==RDG-2 Smoke Grenade==<br />
The [[RDG-2 smoke grenade|RDG-2]] is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All classes except the grenadier has access to the white smoke variant. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. It is worth noting that Russian RGD-2s only come in white or black, the latter being for training purposes.<br />
[[File:RDG-2.jpg|thumb|none|350px|RDG-2 smoke grenade]]<br />
[[Image:Squad rdg2 hold.jpg|thumb|none|600px|The RDG-2 in first person.]]<br />
[[Image:Squad_rdg2_cap.jpg|thumb|none|600px|Preparing to throw the RDG-2 - the player character pulls off the cap on one end...]]<br />
[[Image:Squad rdg2 throw2.jpg|thumb|none|600px|...pulls off the cap on the other end...]]<br />
[[Image:squad_rdg2_ignition.jpg|thumb|none|600px|...and ignites the grenade.]]<br />
[[Image:05 squad rgd2 smoke.jpg|thumb|none|600px|The smoke's visual effects for the RDG-2 - the smoke billows out from both ends of the grenade.]]<br />
<br />
==L132A1 Smoke Grenade==<br />
The [[L132A1 smoke grenade|L132A1]] is the white smoke grenade of choice for the British Army, and is available to all classes save for the grenadier.<br />
[[File:L132A1.jpg|thumb|none|200px|L132A1 smoke grenade]]<br />
[[Image:Squad l132a1 hold.jpg|thumb|none|600px|The L132A1 in first person.]]<br />
[[Image:Squad l132a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]<br />
<br />
==L152A1 Smoke Grenade==<br />
The L152A1 is available to the British Army squad leader and medic in two colours. Both classes have access to orange smoke, but yellow is exclusive to the former. Despite their in-game designation, L152A1 refers to the green smoke variant in real life; orange and yellow smoke variants are designated L153A1 and L155A1 respectively.<br />
<br />
The L152A1 markings are similar to those in real life, but lack the colour indication and serial number. In addition, the coloured Cs are the bottom are in red, green and blue individually, but in the actual grenades the Cs are coloured the same as the grenade's smoke.<br />
[[File:L152a1.jpg|thumb|none|200px|L152A1 smoke grenade]]<br />
[[Image:01 squad l152a1 hold.jpg|thumb|none|600px|The L152A1 in first person - the yellow body, while not not awfully visible here, can be clearly seen if one were to use freelook.]]<br />
[[Image:02 squad l152a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]<br />
[[Image:03 squad l152a1 markings.jpg|thumb|none|600px|A good look at the markings on the grenade body.]]<br />
<br />
= Other Grenades & Munitions=<br />
==AN/M14 Incendiary Grenade==<br />
The [[AN/M14 incendiary grenade|AN/M14]] appears in ''Squad'' simply as "ANM14 Incendiary Grenade" and is only available to the US Army, British Army and Russian Ground Forces squad leader on the Insurgency game mode, where they must hunt down and destroy Insurgent weapon caches.<br />
[[File:Gh-ANM14-TH3.jpg|thumb|none|350px|AN/M14 incendiary grenade]]<br />
[[File:Squad m14 hold.jpg|thumb|none|600px|The AN/M14 in first person,]]<br />
[[File:Squad m14 throw.jpg|thumb|none|600px|Pulling the pin on the AN/M14,]]<br />
[[File:Squad m14 ignite.jpg|thumb|none|600px|Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - sadly, the blast radius of the resulting explosion is so great it usually kills the player character, making it difficult to get a complete image of it.]]<br />
<br />
==Improvised Explosive Device==<br />
The Improvised Explosive Device (IED) is available to the Insurgent and Militia scouts, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.<br />
[[file:Squad ied hold.jpg|thumb|none|600px|The IED in first person.]]<br />
[[file:Squad ied draw.jpg|thumb|none|600px|Priming the IED before deployment.]]<br />
[[file:Squad ied buried2.jpg|thumb|none|600px|A deployed IED when buried fully with a shovel - this is a two-way street, seeing as the IED can also be dug up by anyone with a shovel.]]<br />
[[file:Squad ied deto.jpg|thumb|none|600px|Making the deadliest phone call - the phone makes a short ringtone.]]<br />
[[file:Squad ied exp1.jpg|thumb|none|600px|Initial stage of detonation (and grief for your foes)]]<br />
[[file:Squad ied exp2.jpg|thumb|none|600px|Second stage - note the brilliant ray of light bursting through the cloud.]]<br />
[[file:Squad ied exp3.jpg|thumb|none|600px|Third stage - note the fragment that had landed next to the player character at the bottom left of the screenshot, kicking up a dust cloud.]]<br />
[[file:08 squad ied exp4.jpg|thumb|none|600px|Fourth stage]]<br />
[[file:09 squad ied exp5.jpg|thumb|none|600px|Final stage - grieving is a long process, that has to be handled with love, care, counseling, and heavy medication.]]<br />
<br />
== M15 Anti-Tank Mine ==<br />
<br />
The [[M15 anti-tank mine|M15 Anti-Tank Mine]] was added to the game in Update 13, available for the NATO and Australian Combat Engineers.<br />
<br />
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]<br />
[[File:Squad M15 (1).jpg|thumb|none|600px|The M15 mine in the hands of a USMC sapper.]]<br />
[[File:Squad M15 (2).jpg|thumb|none|600px|Deploying the mine.]]<br />
<br />
==TM-62M Anti-tank Mine==<br />
The [[TM-62 anti-tank mine|TM-62M]] appears in game simply as "TM-62", and is available to the Insurgent and Militia scouts.<br />
[[File:Mat-TM62M.jpg|thumb|none|350px|TM-62M anti-tank mine]]<br />
[[File:Squad tm62m hold.jpg|thumb|none|600px|The TM-62M in first person.]]<br />
[[File:Squad tm62m draw1.jpg|thumb|none|600px|Setting up the mine - the scout attaches the pressure fuze, the metal base indicating that the mine is the TM-62M variant...]]<br />
[[File:Squad tm62m draw2.jpg|thumb|none|600px|...screws it in place...]]<br />
[[File:05 squad tm62m arm3.jpg|thumb|none|600px|...and arms the mine.]]<br />
[[File:Squad tm62m bury.jpg|thumb|none|600px|An sloppily dumped TM-62M on the left, and a properly-buried buried TM-62M on the right.]]<br />
<br />
==Type 72 Anti-tank Mine==<br />
The '''Type 72''' anti-tank is used by the PLA with the V4.0 Update. <br />
[[File:Squad Type 72 AT (1).jpg|thumb|none|600px|The Type 72 mine in hand.]]<br />
[[File:Squad Type 72 AT (2).jpg|thumb|none|600px|Deploying it in the sand.]]<br />
<br />
=Mortars=<br />
Mortars are deployable weapons requiring setup by a squad.<br />
<br />
==M252==<br />
The [[M252 Mortar|M252]] is available to the US Army as an emplacement.<br />
[[File:M252Mort.JPG|thumb|none|400px|M252 - 81mm]]<br />
[[File:Squad m252.jpg|thumb|none|600px|The M252 as a deployable.]]<br />
[[File:Squad m252 1p.jpg|thumb|none|600px|The M252 in first person.]]<br />
[[File:Squad m252 aim.jpg|thumb|none|600px|Aiming the M252 - the developers were nice enough to add a range guide.]]<br />
<br />
==2B14 Podnos==<br />
The [[2B14 Podnos Mortar|2B14 Podnos]] is available to the Russian Ground Forces as an emplacement.<br />
[[File:2B14 Podnos 82mm Mortar.jpg|thumb|none|400px|2B14 Podnos - 82mm]]<br />
[[File:Squad 2b14.jpg|thumb|none|600px|The 2B14 Podnos as a deployable.]]<br />
[[File:Squad 2b14 1p.jpg|thumb|none|600px|The 2B14 Podnos in first person.]]<br />
[[File:Squad 2b14 aim.jpg|thumb|none|600px|Aiming the 2B14 Podnos.]]<br />
<br />
==BM-37==<br />
The [[BM-37 Mortar|BM-37]] appears in game as the "M1937" and is available to the Insurgent and Militia forces as an emplacement.<br />
[[File:82mm BM-37 Mortar.jpg|thumb|none|400px|BM-37 - 82mm]]<br />
[[File:Squad m1937.jpg|thumb|none|600px|The BM-37 as a deployable.]]<br />
[[File:Squad m1937 1p.jpg|thumb|none|600px|The BM-37 in first person.]]<br />
[[File:Squad m1937 aim.jpg|thumb|none|600px|Aiming the BM-37 - it shares the same reticle and range guide as the other mortars.]]<br />
<br />
==PP-87==<br />
The '''PP-87''' is the light mortar used by the PLA faction.<br />
[[File:Squad PP-87 (1).jpg|thumb|none|600px|The PP-87 on Jensen's Range.]]<br />
[[File:Squad PP-87 (2).jpg|thumb|none|600px|Manning the mortar.]]<br />
<br />
=Heavy Machine Guns=<br />
Heavy Machine Guns in ''Squad'' are either deployable weapons requiring setup, or vehicle-mounted weapons.<br />
<br />
==Browning M2A1==<br />
The [[Browning M2|Browning M2A1]] is available to the US Army as both an emplacement and a vehicle-mounted weapon. Like the DShKM and NSV, its high-caliber rounds are capable of incapacitating hostiles instantly. On tripods it may either come alone or built within a machine gun bunker, while on vehicles, it may either be mounted in a Gunner Protection Kit (GPK) on a MAT-V or as a Common Remotely Operated Weapon Station (CROWS) on a MAT-V or M1126 Stryker ICV. In its tripod configuration, it comes with a mock-up of the TA648MGO-M2 mounted, but with a red reticle instead of the actual green one.<br />
[[Image:M2A2.jpg|thumb|none|400px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG - this is more or less the same as the US military's M2A1, but lacks the slotted flash hider.]]<br />
[[Image:Squad_m2hb_tripod.jpg|thumb|none|600px|The M2A1 mounted on an M3 tripod, as a deployable.]]<br />
[[Image:Squad m2a1 bunker.jpg|thumb|none|600px|The M2A1 in a machine gun bunker.]]<br />
[[Image:Squad m2a1 1p.jpg|thumb|none|600px|The M2A1 in first person.]]<br />
[[Image:Squad m2a1 aim.jpg|thumb|none|600px|Aiming with what seems to be a TA648MGO-M2.]]<br />
[[Image:Squad_m2a1hmg.jpg|thumb|none|600px|The M2A1 as mounted on MAT-Vs - the one on the left is in a GPK, the other is a CROWS variant.]]<br />
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|The M2A1 in a GPK, in first person - when performing an empty reload on a MAT-V mounted M2A1, the player reaches out and flings the empty box out of the turret.]]<br />
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|Aiming down the sights atop a MAT-V.]]<br />
[[Image:Squad m2a1 m1126.jpg|thumb|none|600px|The M2A1 CROWS mounted on a M1126 Stryker ICV.]]<br />
[[Image:Squad m2a1 crows.jpg|thumb|none|600px|Aiming with the CROWS.]]<br />
[[Image:Squad m2a1 reload.jpg|thumb|none|600px|Reloading the M2A1.]]<br />
<br />
==NSV==<br />
The [[NSV heavy machine gun|NSV]] is available to the Russian Ground Forces as an emplacement, mounted on tripods. It may or may not come with a bunker, with the bunker costing more construction points.<br />
<br />
Note that the NSV has been slated for replacement by the Kord, but as of now it is still issued to units, so its appearance in ''Squad'' is not anachronistic.<br />
[[File:6U6 NSV 02.jpg|thumb|none|400px|NSV machine gun - 12.7x108mm]]<br />
[[Image:squad_nsv_machine_gun.jpg|thumb|none|600px|The NSV as a deployable.]]<br />
[[Image:Squad nsv bunker.jpg|thumb|none|600px|The NSV in a machine gun bunker.]]<br />
[[Image:Squad nsv 1p.jpg|thumb|none|600px|The NSV in first person.]]<br />
[[Image:Squad nsv aim.jpg|thumb|none|600px|Aiming down the sights - unlike the infantry-carried small arms, heavy machine gun sights cannot be zeroed yet.]]<br />
[[Image:Squad nsv reload.jpg|thumb|none|600px|Reloading the NSV.]]<br />
<br />
==DShKM==<br />
The [[DShK heavy machine gun|DShKM]] is available to Militia and Insurgent forces as both an emplacement and a vehicle-mounted weapon. It may come with or without shields to protect its gunner.<br />
[[File:DShK_HMG.jpg|thumb|none|400px|DShKM machine gun - 12.7x108mm]]<br />
[[Image:Squad_dshk_tripod.jpg|thumb|none|600px|A DShKM mounted on a tripod.]]<br />
[[Image:Squad dshkm shield.jpg|thumb|none|600px|A DShKM, with shield mounted on a tripod, at the same time showing off its right side. Note the ammo belt; like the PKM/PKP, the ammo belt is correctly animated as non-disintegrating, but the depleted belt doesn't go on for long and disappears after a short length.]]<br />
[[Image:Squad dshkm cars.jpg|thumb|none|600px|From right to left - an Militia technical with a DShKM, and its Insurgent counterpart.]]<br />
[[Image:07 squad dshkm tech shield.jpg|thumb|none|600px|From right to left - an Insurgent technical with a shielded DShKM, and its Militia counterpart.]]<br />
[[Image:08 squad dshkm tech shield armour.jpg|thumb|none|600px|An Insurgent technical, fitted with improvised armor, with a shielded DShKM.]]<br />
[[Image:Squad dshkm 1p.jpg|thumb|none|600px|The DShKM in first person.]]<br />
[[Image:Squad dshkm aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[Image:Squad dshkm reload.jpg|thumb|none|600px|Reloading the DShKM.]]<br />
<br />
==QJZ-89==<br />
The standard HMG introduced for China is the [[QJZ-89]], available both as an emplacement and on numerous PLA vehicles. A scoped version is unique as an emplaced variant. <br />
[[File:QJZ-89.jpg|thumb|none|400px|QJZ-89 - 12.7×108mm]]<br />
[[File:Squad QJZ-89 (1).jpg|thumb|none|600px|Observing both emplaced QJZ-89 variants.]]<br />
[[File:Squad QJZ-89 (2).jpg|thumb|none|600px|The ejection port cover is flicked up when getting behind the QJZ-89.]]<br />
[[File:Squad QJZ-89 (3).jpg|thumb|none|600px|The vanilla QJZ HMG in first person.]]<br />
[[File:Squad QJZ-89 (4).jpg|thumb|none|600px|Focusing on the sights.]]<br />
[[File:Squad QJZ-89 (5).jpg|thumb|none|600px|The view through the scoped QJZ.]]<br />
[[File:Squad QJZ-89 (6).jpg|thumb|none|600px|Reloading the HMG - the top cover is flicked up, and the belt box is pulled off at the same time.]]<br />
[[File:Squad QJZ-89 (7).jpg|thumb|none|600px|Loading in a new 12.7mm belt.]]<br />
<br />
=Missile Launchers=<br />
Anti-tank missile launchers are currently available in ''Squad'' as deployables. Some vehicles are also equipped with missiles.<br />
<br />
== 9M133 Kornet==<br />
The [[AT-14 Spriggan|9M133 Kornet]] anti-tank missile was added to the game in Alpha 12. It is only available to the Russian Ground Forces.<br />
<br />
[[File:AT14-Spriggan.JPG|thumb|none|400px|9K135 Kornet missile launcher system with 9M133 Kornet missile - 152mm]]<br />
[[File:Squad Kornet (1).jpg|thumb|none|600px|The prebiuilt 9M133 on Jensen's Range.]]<br />
[[File:Squad Kornet (2).jpg|thumb|none|600px|It is operated from a crouched position.]]<br />
[[File:Squad Kornet (3.jpg|thumb|none|600px|The view through the Kornet's scope, zoomed in on a target.]]<br />
[[File:Squad Kornet (4).jpg|thumb|none|600px|Yeet-ing the empty tube over the sandbags after firing a missile.]]<br />
[[File:Squad Kornet (5).jpg|thumb|none|600px|Setting in a new tube.]]<br />
[[File:Squad Kornet (6).jpg|thumb|none|600px|Locking it in place.]]<br />
<br />
==BGM-71 TOW==<br />
The [[BGM-71 TOW]] anti-tank missile was added to the game in Alpha 11. It is only available to U.S. Army and the British Army. The M2A3 Bradley IFV is also equipped with 2 TOW missiles.<br />
<br />
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 launcher with daysight tracker, AN/TAS-4A night sight and FCS with inserted battery module - 152mm]]<br />
[[File:Squad TOW (1).jpg|thumb|none|600px|The M220 + BGM-71 TOW system on the test range.]]<br />
[[File:Squad TOW (2).jpg|thumb|none|600px|Behind the TOW launcher.]]<br />
[[File:Squad TOW (3).jpg|thumb|none|600px|Looking through the FCS on its lowest zoom level.]]<br />
[[File:Squad TOW (4.jpg|thumb|none|600px|Unlocking the TOW's latch system on its reload.]]<br />
[[File:Squad TOW (5).jpg|thumb|none|600px|Shouldering in another missile tube.]]<br />
<br />
=Other Mounted Weapons=<br />
This section covers all the rest of the emplacements or vehicle-mounted weapons, with mortars and HMGs covered in the above sections.<br />
<br />
==M240C==<br />
US Army M1A2 Abrams and M2A3 Bradleys, and the USMC M1A1, LAV-25, and AAVP-7A1 have [[M240C]] coaxial machine guns. Similar FN MAG GPMG/C6 FLEX variants are used on British, Canadian, and Australian armor.<br />
[[File:M240C.jpg|thumb|none|400px|M240C - 7.62x51mm NATO.]]<br />
[[File:Squad M240C (1).jpg|thumb|none|600px|A closeup of the M240C on the woodland variant of the M1A2.]]<br />
[[File:Squad M240C (2).jpg|thumb|none|600px|Another view of all of the Abrams' armaments in general, showing the RWS M2A1 and loader's M240 turret.]]<br />
<br />
==M240H==<br />
The [[M240D|M240H]], the US Army Aviation designation for the M240D, is mounted in both of the of gunners' windows of the UH-60M "Grouse" Blackhawk utility helicopter and the Marine's UH-1Y. It is also used in the RAF SA 330 Puma HC2 transport helicopter that is part of the V2.0 update. The ADF's UH-6o uses the same M240H, and their MRH90 (NH90) has a spade-gripped MAG 58. The Canadian CH-146 also has a spade gripped MAG/C6.<br />
[[File:M240d.jpg|thumb|none|400px|M240D - 7.62x51mm NATO]]<br />
[[File:Squad M240H (1).jpg|thumb|none|600px|The UH-60M's M240H.]]<br />
[[File:Squad M240H (2).jpg|thumb|none|600px|Behind the spade-gripped 240.]]<br />
[[File:Squad M240H (3).jpg|thumb|none|600px|Aiming is done with the front sight + tracer fire.]]<br />
[[File:Squad M240H (4).jpg|thumb|none|600px|The M240H's reload. The charging handle is pulled when first entering the position, and at the start of empty reloads.]]<br />
[[File:Squad MAG 58 NH90 (1).jpg|thumb|none|600px|One of the two MAG 58s on the NH90.]]<br />
<br />
==M242 Bushmaster chaingun==<br />
[[M242 Bushmaster chaingun]]s are used on the American M2A3 Bradleys, Canadian LAV III 6.0, and the Coyote, ADF ASLAV-25 and USMC LAV-25 armored fighting vehicles.<br />
[[File:M242 Cannon.jpg|thumb|none|400px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]<br />
[[File:Mk38 M242.jpg|thumb|none|400px|Mk 38 Mod 2- 25x137mm]]<br />
[[File:Squad M242 (1).jpg|thumb|none|600px|The Bushmaster atop the LAV III 6.0.]]<br />
[[File:Squad M242 Mk 38.jpg|thumb|none|600px|The USS Essex model includes an unusable Mk 38 Bushmaster cannon.]]<br />
<br />
==Mk 19 Grenade Launcher==<br />
The AAVP7A1 amphibious transport is available for the USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. <br />
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]<br />
[[File:Squad Mk 19 (1).jpg|thumb|none|600px|An AAVP7A1 on the Pacific training island terrain.]]<br />
[[File:Squad Mk 19 (2).jpg|thumb|none|600px|Manning the Amtrack's turret.]]<br />
[[File:Squad Mk 19 (3).jpg|thumb|none|600px|The zoomed-in reticle reveals the different details for the .50cal and 40mm calibers.]]<br />
<br />
==General Electric M61 Vulcan==<br />
The USS Essex included as part of the V3.0 content has unused [[M61 Vulcan]] CIWS turrets. The CAF, ADF, and USMC commanders can also call for a Hydra rocket strike launched from legacy F/A-18 Hornets.<br />
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]<br />
[[File:Squad M61 CIWS.jpg|thumb|none|600px|The front mounted CIWS turret on the Essex's island.]]<br />
<br />
==PKT==<br />
The [[PK Machine Gun|PKT]] can be found on multiple vehicles, mostly as coaxial machine guns. It can be found on the turret of the Insurgent MT-LB, and found as a coaxial machine gun on the BRDM-2, BTR-80, BTR-82A, MT-LBM (6MA), MT-LBM (6MB) and MT-LB with a mounted [[Squad#ZU-23-2|ZU-23-2]].<br />
[[File:Machine gun PKT.jpg|thumb|none|400px|PKT - 7.62x54mmR]]<br />
[[File:Squad pkt mtlb.jpg|thumb|none|600px|The PKT mounted on an Insurgent MT-LB - Insurgent vehicles tend to have tan paint jobs for desert camouflage.]]<br />
[[File:Squad pkt aim.jpg|thumb|none|600px|Aiming the PKT.]]<br />
<br />
==NSVT==<br />
The [[NSV|NSVT]] can be found mounted on MT-LBMs belonging to the Russian Ground Forces and Militia.<br />
<br />
Note that MT-LBMs do not exist in this configuration, and the only variant of the MT-LB to sport a NSVT turret would be the MT-LBVM, which is identifiable by its wider tracks and mudguards.<br />
[[File:NSVTMG.jpg|thumb|none|400px|NSVT mounted on a T-84 - 12.7x108mm]]<br />
[[File:Squad nsvt many.jpg|thumb|none|600px|From right to left - a Russian MT-LBM with a mounted NSVT, its Militia counterpart, and a Russian version with desert camouflage - Militia vehicles have camouflage paint jobs, while Russian vehicles have flat green paint, and tan for desert maps.]]<br />
[[File:Squad nsvt mtlbm6m.jpg|thumb|none|600px|A closer look at the NSVT.]]<br />
[[File:Squad nsvt aim.jpg|thumb|none|600px|Aiming the NSVT.]]<br />
<br />
==KPVT==<br />
The [[KPVT Heavy Machine Gun|KPVT]] can be found mounted on the turrets of the BRDM-2, BTR-80 and MT-LBM (6MA), and fires BZT armor-piercing incendiary tracer (API-T) rounds. The turret also has a visible [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.<br />
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT - 14.5x114mm]]<br />
[[File:Squad kpvt mtlbm6ma.jpg|thumb|none|600px|The KPVT mounted on a Russian Ground Forces MT-LBM (6MA) - note the coaxial PKT to its left and the 6 smoke grenade launchers.]]<br />
[[File:Squad kpvt btr80.jpg|thumb|none|600px|The KPVT mounted on a Militia BTR-80.]]<br />
[[File:Squad kpvt brdm2.jpg|thumb|none|600px|The KPVT mounted on an Insurgent BRDM-2.]]<br />
[[File:Squad kpvt aim.jpg|thumb|none|600px|Aiming the KPVT.]]<br />
<br />
==2A72==<br />
The 2A72 autocannon can be found mounted on the turrets of the BTR-82A and MT-LBM (6MB), and fires either 3UBR6 armor-piercing ballistic cap tracer (APBC-T) rounds or 3UOR6 high explosive tracer (HE-T) fragmentation rounds. Like the [[Squad#KPVT|KPVT]] above, its turret comes with a [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.<br />
[[File:Squad 2a72 btr82a.jpg|thumb|none|600px|The 2A72 mounted on a Russian Ground Forces BTR-82A - again, note the PKT to its left and the 6 smoke grenade launchers.]]<br />
[[File:Squad 2a72 mtlbm6mb.jpg|thumb|none|600px|The 2A72 mounted on a Militia MT-LBM (6MB) - this variant of the MT-LBM is particularly rare and it's unlikely for a ragtag team of militants to get their hands on it.]]<br />
[[File:Sqiad 2a72 aim.jpg|thumb|none|600px|Aiming the 2A72.]]<br />
<br />
==SPG-9==<br />
The [[SPG-9 recoilless rifle|SPG-9]] Kopye is available to Insurgents and Militia forces as both an emplacement and a vehicle-mounted weapon. It may fire either OG-9V high-explosive fragmentation (HE-FRAG) rounds or PG-9V high-explosve anti-tank fin-stabilizing (HEAT-FS) rounds, and must be reloaded after every shot.<br />
[[File:Spg-9.jpg|thumb|none|400px|SPG-9 - 73mm]]<br />
[[File:Squad spg9.jpg|thumb|none|600px|The SPG-9 as a deployable.]]<br />
[[File:Squad spg9 1p.jpg|thumb|none|600px|The SPG-9 in first person.]]<br />
[[File:Squad spg9 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:SPG-9 jeep mount.jpg|thumb|none|400px|SPG-9 recoilless rifle jeep mount - 73mm]]<br />
[[File:Squad spg9 car.jpg|thumb|none|600px|An Insurgent technical with a mounted SPG-9 (right) and its Militia counterpart (left).]]<br />
<br />
==UB-32==<br />
The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents and Militia. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria. It holds 32 rockets and is inaccurate, best used for raining down widespread explosive ordnance from a hilltop.<br />
[[File:squad_ub32_rocket.jpg|thumb|none|600px|On the right, a Militia technical with a mounted UB-32 rocket pod, and on the left, its Insurgent counterpart]]<br />
<br />
==ZU-23-2==<br />
The [[ZU-23|ZU-23-2]] is available to Insurgents and Militia forces either as an emplacement or a vehicle-mounted weapon. It fires OFZT high-explosive incendiary tracer (HEI-T) fragmentation rounds, and feeds from 2 50-round boxes. Both the Militia and Insurgents have access to a MT-LB with a mounted ZU-23-2, but only the Insurgents have access to a Ural 375D with a mounted [[ZU-23-2]].<br />
<br />
While the ZU-23-2 is primarily an anti-aircraft cannon, its current use in ''Squad'' is for destroying infantry with rapid volumes of HE fire.<br />
[[File:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]<br />
[[File:Squad zu23.jpg|thumb|none|600px|Front view of the ZU-23-2...]]<br />
[[File:Squad zu23 rear.jpg|thumb|none|600px|...and a view from behind.]]<br />
[[File:Squad zu23 1p.jpg|thumb|none|600px|The ZU-23-2 in first person.]]<br />
[[File:Squad zu23 logi.jpg|thumb|none|600px|A ZU-23-2 turret mounted on an Insurgent Ural 375D.]]<br />
[[File:Squad zu23 logi2.jpg|thumb|none|600px|A closer look at the truck-mounted ZU-23-2 turret.]]<br />
[[File:Squad zu23 mtlb.jpg|thumb|none|600px|An Insurgent MT-LB with a ZU-23-2 turret (right) and its Militia counterpart (left) - note the [[Squad#PKT|PKT]] turrets mounted at the front.]]<br />
<br />
[[Category:Video Game]]<br />
[[Category:War]]<br />
[[Category:First-Person Shooter]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=IMI_Tavor_series&diff=1542649IMI Tavor series2022-12-23T19:32:49Z<p>Fine cuisine: /* Video Games */ warface does not have an x95 variant</p>
<hr />
<div>__TOC__<br />
= IMI Tavor TAR-21 =<br />
[[Image:Tavor-tar.jpg|thumb|right|400px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]<br />
[[Image:Mw2tar21M203.jpg|thumb|right|400px|IMI Tavor GTAR-21 - 5.56x45mm with ITL MARS red dot sight and M203 grenade launcher - 40mm<br>The GTAR-21 has a notched barrel, to accept an M203 grenade launcher.]]<br />
==Specifications==<br />
(2001 - Present)<br />
<br />
* '''Type:''' Assault Rifle<br />
<br />
* '''Caliber:''' 5.56x45 NATO<br />
<br />
* '''Weight:''' {{convert|kg|3.27}}<br />
<br />
* '''Length:''' {{convert|mm|720}}<br />
<br />
* '''Barrel length:''' {{convert|mm|460}}<br />
<br />
* '''Feed System:''' {{STANAG}}<br />
<br />
* '''Fire Modes:''' Semi-Auto/Full-Auto<br />
<br />
-----<br />
{{Gun Title|IMI Tavor TAR-21}}<br />
<br />
=== Film ===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="170"|'''Actor'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Note'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Date'''<br />
|-<br />
|''[[Resident Evil: Apocalypse]]||[[Stefan Hayes]]||Yuri Loginova||||2004<br />
|-<br />
|''[[Lupin the 3rd]]||||Thai soldiers||||2014<br />
|-<br />
|''[[Robocop (2014)|Robocop]]||||U.S. soldiers||Ares airsoft TAR-21 with EOTech sights||2014<br />
|-<br />
|''[[Ant-Man]]''||[[Michael Peña]]||Luis||||2015<br />
|-<br />
|rowspan=2|''[[Ant-Man and the Wasp]]''||[[Goran Kostic]]||Anitolov||||rowspan=2|2018<br />
|-<br />
| [[Divian Ladwa]]||Uzman||<br />
|-<br />
|''[[John Wick: Chapter 3 - Parabellum]]'' || || || Seen in armory || 2019<br />
|-<br />
| ''[[Triple Threat]]'' || [[Michael Bisping]] || Joey || Picatinny rail || 2019<br />
|-<br />
|}<br />
<br />
=== Television ===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="170"|'''Actor'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Notes / Episode'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Air Date'''<br />
|-<br />
|''[[Future Weapons]]|| || ||The Power of Fear||2006<br />
|-<br />
| ''[[Tyrant - Season 1]]'' || ||Abbudinian Honor Guard || fitted with the bayonets / Episode 6 || 2014<br />
|-<br />
|''[[Arrow - Season 5]]'' || || || IWI Flat-top Tavor-21; seen in gunstore; "Vigilante" (S5E07)||2016-2017<br />
|-<br />
|''[[Boys, The - Season 1|The Boys]]''||[[Laz Alonso]]||Frenchie||||2019<br />
|-<br />
|}<br />
<br />
=== Video Games ===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="300"|'''Game Title'''<br />
!align=center bgcolor=#D0E7FF width="150"|'''Appears as'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Mods'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Notes'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Release Date'''<br />
|-<br />
|'' [[Rainbow Six 3: Raven Shield]]||||w/ reflex sight||||2003<br />
|-<br />
|'' [[Söldner: Secret Wars]] || |||| || 2004<br />
|-<br />
|'' [[F.E.A.R.]]||Baksha ASP Rifle||3x scope, converted to burst-fire||Incorrectly labeled firing the 7.62mm round||2005<br />
|-<br />
|'' [[Rainbow Six: Vegas]]||MTAR21||w/ ITL MARS red dot sight, ACOG, suppressor, and laser pointer||||2006<br />
|-<br />
|'' [[Alliance of Valiant Arms]] || TAR21 || With EOTech red dot sight or M68 Aimpoint red dot scope || || 2007<br />
|-<br />
|[[Cross Fire (2007 VG)|Cross Fire]] || ||w/ ITL MARS red dot sight |||| 2007<br />
|-<br />
|'' [[Rainbow Six: Vegas 2]]||TAR21||w/ ITL MARS red dot sight, ACOG, suppressor, or laser aiming module||||2008<br />
|-<br />
|'' [[Combat Arms]]||||||||2008<br />
|-<br />
|'' [[F.E.A.R. 2: Project Origin]]||Kohler and Boch IDW-15 Semi-Auto Rifle||w/ 3X scope, semi-auto and burst-fire modes||noted as firing fragmenting 5.2x30mm bullet, MP only||2009<br />
|-<br />
|'' [[Call of Duty: Modern Warfare 2]]||||w/ [[M203 grenade launcher]], [[Masterkey]], suppressor, red dot sight, ITL MARS, EOTech holographic sight, ACOG, thermal sight and/or extended magazines||||2009<br />
|-<br />
|'' [[Counter-Strike Online]]||TAR21 ||EOTech|| ||2010<br />
|-<br />
|'' [[GoldenEye 007 (2010)|Goldeneye 007]]||Ivana Spec-R||w/ EOTech red dot sight, suppressor, or laser sight|| ||2010 <br />
|-<br />
|'' [[Batman: Arkham City]] || Sniper Rifle || with scope, enormous barrel extension and visible laser sight || Shown as .50 calibre sniper rifle || 2011<br />
|-<br />
|'' [[War Inc. Battlezone]] || || w/ various attachments || || 2011<br />
|-<br />
|'' [[Ghost Recon: Future Soldier]] || ||w/ various accessories || w/ full-length top rail || 2012<br />
|-<br />
|'' [[Max Payne 3]] || UAR-21 || w/ various accessories || Painful Memories DLC || 2012<br />
|-<br />
|'' [[Arctic Combat]] || || || || 2012<br />
|-<br />
|'' [[Sniper: Ghost Warrior 2]] || || || not usable || 2013<br />
|-<br />
| rowspan=2 | ''[[ArmA III]]'' || TRG-21 || Can be customized with various accessories || rowspan=2 | || rowspan=2 | 2013<br />
|-<br />
| TRG-21 EGLM || Fitted with [[FN EGLM]], can be customized with various other accessories<br />
|-<br />
| rowspan=2 | ''[[State of Decay]]'' || "Tar 21 Overwatch" ||optical scope || OD Green, added in Lifeline DLC (2014) || rowspan=2 | 2013<br />
|-<br />
| "T21 Carbine 9mm" ||desert paint scheme and scope ||converted to 9mm, added in Lifeline DLC (2014)<br />
|-<br />
| ''[[Warface]]'' ||Tavor TAR-21 ||||||2013<br />
|-<br />
|'' [[Ghost Recon: Phantoms]] || AR-21 || || || 2014<br />
|-<br />
| ''[[World of Guns: Gun Disassembly]]'' ||TAR-21 ||MEPRO M21 or ITL MARS sights, [[M203 grenade launcher]] and suppressor || || 2014<br />
|-<br />
|''[[Ghost Recon: Wildlands]] || || w/ various accessories || || 2017<br />
|-<br />
|''[[Black Squad]]'' || TAR-21 || Vertical foregrip, Trijicon RX01 and AN/PEQ-15 || Incorrectly holds 35 rounds || 2017<br />
|-<br />
|''[[Ironsight]]'' || TAR-21 || || || 2018<br />
|}<br />
<br />
===Animation===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="250"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Voice Actor'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Characters'''<br />
!align=center bgcolor=#D0E7FF width="350"|'''Notation'''<br />
!align=center bgcolor=#D0E7FF width="80"|''' Date'''<br />
|-<br />
| rowspan="5" | ''[[Love, Death & Robots - Season 1]]'' || || Canadian and American Marines || rowspan="3" |S&T TAVOR PRO Flat Top (Airsoft) w/ Manticore Arms handguards and scopes; "Lucky 13" (S1E13)|| rowspan="5" | 2019<br />
|-<br />
|[[Jeffrey Pierce]]||Private First Class MacDonald<br />
|-<br />
|David Paladino||Private First Class D'Esposito<br />
|-<br />
|||||w/customized handguards and reflex sights, mounted on a gun rack; "Lucky 13" (S1E13)<br />
|-<br />
|Daisuke Tsuji||Chief Warrant Officer Lee||w/customized handguard and reflex sight "Lucky 13" (S1E13)<br />
|}<br />
<br />
= IMI Compact Tavor CTAR-21 =<br />
[[Image:IMI CTAR-21 Tavor.jpg|thumb|right|400px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]<br />
Carbine version of the Tavor TAR-21 with a shorter barrel.<br />
==Specifications==<br />
(1997 - Present)<br />
<br />
* '''Type:''' Assault Rifle<br />
<br />
* '''Caliber:''' 5.56x45 NATO<br />
<br />
* '''Weight:''' {{convert|kg|3.18}}<br />
<br />
* '''Length:''' {{convert|mm|640}}<br />
<br />
* '''Barrel length:''' {{convert|mm|380}}<br />
<br />
* '''Feed System:''' {{STANAG}}<br />
<br />
* '''Fire Modes:''' Semi-Auto/Full-Auto<br />
<br />
-----<br />
{{Gun Title|IMI Compact Tavor CTAR-21}}<br />
<br />
=== Film ===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="170"|'''Actor'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Note'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Date'''<br />
|-<br />
|''[[Resident Evil: Apocalypse]]||[[Zack Ward]]||Nicolai Ginovaeff||||2004<br />
|-<br />
|''[[Direct Action]]||[[Dolph Lundgren]]||Frank Gannon||with MARS sight||2004<br />
|-<br />
|''[[Direct Action]]||[[Polly Shannon]]||Ross||with MARS sight||2004<br />
|-<br />
|''[[Max Payne (2008)|Max Payne]]||||Lupino thug||||2008<br />
|-<br />
| ''[[Resident Evil: Retribution]]'' || [[Li Bingbing]] || Ada Wong || || 2012<br />
|-<br />
| ''[[Resident Evil: Retribution]]'' || [[Oded Fehr]] || Carlos Olivera || || 2012<br />
|-<br />
| ''[[Resident Evil: Retribution]]'' || || Umbrella Guards || || 2012<br />
|-<br />
| ''[[World War Z (film)|World War Z]]'' || || Israeli soldier || with Meprolight MEPRO 21 sight || 2013<br />
|-<br />
|''[[Hunger Games: Mockingjay - Part 1, The|The Hunger Games:Mockingjay-Part 1]]''||||Paenem Peacekeepers||||2014<br />
|-<br />
|}<br />
<br />
=== Television ===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Show Title'''<br />
!align=center bgcolor=#D0E7FF width="170"|'''Actor'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Notes /Episode'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Air Date'''<br />
|-<br />
|''[[Future Weapons]] ||[[Richard Machowicz]]||himself||"The Power of Fear"||2006<br />
|-<br />
|''[[Situation Critical]]||||Colombian Special Forces|| "Capture of Pablo Escobar", Anachronism||2007<br />
|-<br />
|''[[Ultimate Weapons]]||||Israeli soldier||"CQB"||2010<br />
|-<br />
|''[[Continuum - Season 2]]||||||Episode 11 "Second Guess"||2013<br />
|-<br />
|''[[Cowboy Bebop (2021)]]''||||Syndicate soldier||||2021<br />
|-<br />
|}<br />
<br />
=== Video Games ===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="300"|'''Game Title'''<br />
!align=center bgcolor=#D0E7FF width="150"|'''Appears as'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Mods'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Notation'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Release Date'''<br />
|-<br />
|''[[Combat Arms]]||MTAR-21||||||2004<br />
|-<br />
|''[[Project Reality]]||||w/ ITL MARS red dot sight and optional 4x image magnifier||||2005<br />
|-<br />
|'' [[Bodycount]] || "Tavor" || w/ top rail mounted iron sight || w/ 65-round magazine, limited to 3-round burst || 2011<br />
|-<br />
|''[[Jagged Alliance: Back in Action]]||"TAR 21"||w/ optional ACOG or EOTech sight||||2012 <br />
|-<br />
| ''[[ArmA III]]'' || TRG-20 || Can be customized with various accessories || || 2013<br />
|-<br />
|''[[Grand Theft Auto V]]||"Advanced Rifle"||||||2013<br />
|-<br />
|''[[State of Decay]]''||"Tar 21" ||||OD green, added in Lifeline DLC (2014) || 2013<br />
|-<br />
|rowspan=2|''[[Warface]]''||"Tavor CTAR‐21"||||tan colored, iron sights||rowspan=2|2013<br />
|-<br />
| "Tavor CTAR-21 Special"||||custom rails and sight<br />
|-<br />
| ''[[The Division 2]]'' || || || || 2019<br />
|-<br />
|''[[Ghost Recon Breakpoint]]|| ||||Tavor TAR-21, Manticore Arms Tavor||2019<br />
|-<br />
|}<br />
<br />
=== Anime ===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="270"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="350"|'''Note'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Date'''<br />
|-<br />
|''[[Macross Zero]]'' || Shin, Edgar || || 2002-2004<br />
|-<br />
|''[[A Certain Magical Index II]]||||guards||2008-2009<br />
|}<br />
<br />
===Animation===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="250"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Voice Actor'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Characters'''<br />
!align=center bgcolor=#D0E7FF width="350"|'''Notation'''<br />
!align=center bgcolor=#D0E7FF width="80"|''' Date'''<br />
|-<br />
| ''[[Love, Death & Robots - Season 1]]'' || ||Marines||flat top with reflex sighs; "Lucky 13" (S1E13) || 2019<br />
|}<br />
<br />
=IMI Micro Tavor MTAR-21=<br />
[[Image:MicroTavora.jpg|thumb|right|400px|'''Prototype''' IMI Tavor MTAR-21 with ITL MARS red dot sight and 20-round magazine as seen in ''[[Rainbow Six 3: Raven Shield]]'' - 5.56x45mm]]<br />
[[Image:Mtar-21.jpg|thumb|right|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]<br />
[[Image:MTAR-21 9mm.jpg|thumb|right|400px|IMI Tavor MTAR-21 with Meprolight red dot sight and suppressor - 9x19mm Parabellum]]<br />
Even shorter version of the Tavor TAR-21 with a different handguard and trigger-guard. It can be chambered in 9x19mm as well.<br />
==Specifications==<br />
(2001 - 2009)<br />
<br />
* '''Type:''' Assault Rifle, Submachine Gun<br />
<br />
* '''Caliber:''' 5.56x45 NATO, 9x19mm <br />
<br />
* '''Weight:''' {{convert|kg|2.95}}<br />
<br />
* '''Length:''' {{convert|mm|590}}<br />
<br />
* '''Barrel length:''' {{convert|mm|330}}<br />
<br />
* '''Feed System:''' {{STANAG}} (5.56x45), 20/25/32/100 rounds (9mm)<br />
<br />
* '''Fire Modes:''' Semi-Auto/Full-Auto<br />
<br />
-----<br />
{{Gun Title|IMI Micro Tavor MTAR-21}}<br />
<br />
=== Film ===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="170"|'''Actor'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Note'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Date'''<br />
|-<br />
| ''[[Monsters]]'' || || Border guard || with Meprolight MEPRO 21 sight || 2009<br />
|-<br />
| ''[[Robocop (2014)|Robocop]]'' || || Omnicorp security guards || with Meprolight MEPRO 21 sight || 2014<br />
|-<br />
|}<br />
<br />
===Television===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Show Title'''<br />
!align=center bgcolor=#D0E7FF width="170"|'''Actor'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Notes / Episode'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Air Date'''<br />
|-<br />
|''[[Future Weapons]] ||[[Richard Machowicz]]||[[Richard Machowicz]]||"Israel Special"|| 2007<br />
|-<br />
|}<br />
<br />
===Video Games===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="300"|'''Game Title'''<br />
!align=center bgcolor=#D0E7FF width="150"|'''Appears as'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Mods'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Notation'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Release Date'''<br />
|-<br />
|'' [[Rainbow Six 3: Raven Shield]]||MTAR-21||w/ MARS, scope or high capacity magazine||Prototype version, 9x19mm||2003<br />
|-<br />
|'' [[Söldner: Secret Wars]] || Tavor MTAR 21 |||| || 2004<br />
|-<br />
|'' [[Rainbow Six: Vegas]]||MTAR21||Prototype version||inventory icon for the TAR-21, unusable||2006<br />
|-<br />
|'' [[Soldier of Fortune: Payback]]||TAR-20||||PS3/X360 only||2007<br />
|-<br />
| ''[[Cross Fire (2007 VG)|Cross Fire]]'' ||"MTAR-21" ||w/Meprolight red dot sight || || 2007<br />
|-<br />
|'' [[Rainbow Six: Vegas 2]] ||TAR21||Prototype version||inventory icon for the TAR-21, unusable || 2008<br />
|-<br />
|'' [[Battlefield 3]]'' ||MTAR-21||various optional attachments|||| 2011<br />
|-<br />
|'' [[Battlefield Play4Free]]'' || MTAR-21 || 5.56x45mm variant incorrectly stated to be 9x19mm, with optional EOTech red dot sight or M145 MGO scope || || 2011<br />
|-<br />
|}<br />
<br />
=== Anime ===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="270"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="350"|'''Note'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Date'''<br />
|-<br />
|''[[Lupin the 3rd vs. Detective Conan: The Movie]]'' || Alan's bodyguard || || 2013<br />
|-<br />
|}<br />
<br />
<br clear=all><br />
<br />
= IMI Sniper Tavor STAR-21 =<br />
[[Image:Tavorstar.jpg|thumb|right|400px|IMI Tavor STAR-21 with ACOG and Harris bipod - 5.56x45mm]]<br />
Designated marksman version of the Tavor TAR-21 with a folding bipod.<br />
==Specifications==<br />
(???? - Present)<br />
<br />
* '''Type:''' Assault Rifle<br />
<br />
* '''Caliber:''' 5.56x45 NATO<br />
<br />
* '''Weight:''' {{convert|kg|3.67}}<br />
<br />
* '''Length:''' {{convert|mm|720}}<br />
<br />
* '''Barrel length:''' {{convert|mm|460}}<br />
<br />
* '''Feed System:''' {{STANAG}}<br />
<br />
* '''Fire Modes:''' Semi-Auto<br />
<br />
-----<br />
{{Gun Title|IMI Sniper Tavor STAR-21}}<br />
===Television===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Show Title'''<br />
!align=center bgcolor=#D0E7FF width="170"|'''Actor'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Notes / Episode'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Air Date'''<br />
|-<br />
|''[[Future Weapons]]||[[Richard Machowicz]]||Himself||"Future Warrior"||2008<br />
|-<br />
|}<br />
<br />
===Video Games===<br />
<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="300"|'''Game Title'''<br />
!align=center bgcolor=#D0E7FF width="150"|'''Appears as'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Mods'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Notation'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Release Date'''<br />
|-<br />
|''[[Project Reality]]||||w/ ACOG scope and Harris bipod||||2005<br />
|-<br />
|''[[Warface]]||"Karkom SNR"||||||2013<br />
|-<br />
|}<br />
<br />
===Animation===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="350"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="150"|'''Voice Actor'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Characters'''<br />
!align=center bgcolor=#D0E7FF width="350"|'''Notation'''<br />
!align=center bgcolor=#D0E7FF width="80"|''' Date'''<br />
|-<br />
| ''[[Love, Death & Robots - Season 1]]'' || ||Marines||visually modified; "Lucky 13" (S1E13) || 2019<br />
|}<br />
<br clear=all><br />
<br />
=IWI X95=<br />
[[File:Israeli IWI Tavor-X95.JPG|thumb|right|400px|IWI X95 with RIS foregrip, Harris bipod, and Meprolight red dot sight - 5.56x45mm]]<br />
[[File:IWI X95 5.45x39.jpg|thumb|right|400px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]<br />
[[File:Iwi x95 xb16.jpg|thumb|right|400px|IWI X95 XB16L - 5.56x45mm NATO]]<br />
[[File:IWI X95 9mm.jpg|thumb|right|400px|IWI X95 - 9x19mm Parabellum]]<br />
The X95 series is an update to the MTAR-21 series. X95 rifles can be differentiated by their larger trigger guards. The standard X95 features a 13-inch barrel and the "L" version a 15-inch, while the "Flattop" version has a 15-inch barrel and a continuous MIL-STD-1913 rail which is raised above the handguard.<br />
==Specifications==<br />
(2009 - Present)<br />
<br />
* '''Type:''' Assault Rifle<br />
<br />
* '''Caliber:''' 5.56x45mm NATO, 5.45x39mm (R variant), .300 AAC Blackout, 9x19mm<br />
<br />
* '''Weight:''' {{convert|kg|3.05}}<br />
<br />
* '''Length:''' {{convert|mm|640}}<br />
<br />
* '''Barrel length:''' {{convert|in|13}} (X95) {{convert|in|15}} (X95L)<br />
<br />
* '''Feed System:''' {{STANAG}}, 5.45mm magazines (R variant)<br />
<br />
* '''Fire Modes:''' Semi-Auto/Full-Auto<br />
<br />
-----<br />
{{Gun Title|IWI X95}}<br />
===Film===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Title'''<br />
!align=center bgcolor=#D0E7FF width="170"|'''Actor'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Note'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Date'''<br />
|-<br />
| ''[[Skyscraper]]'' || || Botha's henchmen || || 2018<br />
|-<br />
| ''[[John Wick: Chapter 3 - Parabellum]]'' || || || Seen in armory || 2019<br />
|-<br />
|}<br />
<br />
===Television===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="280"|'''Show Title'''<br />
!align=center bgcolor=#D0E7FF width="170"|'''Actor'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Character'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Notes / Episode'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Air Date'''<br />
|-<br />
|''[[Tyrant - Season 1]]'' || || Abbunian Special Forces soldiers || 9mm and 5.56mm versions || 2014<br />
|-<br />
|''[[Blindspot - Season 3]]'' || [[Sullivan Stapleton]] || Kurt Weller || "Back to the Grind" (S03E01) || 2017<br />
|-<br />
|''[[Blindspot - Season 3]]'' || [[Jaimie Alexander]] || Jane Doe || "Back to the Grind" (S03E01) || 2017<br />
|-<br />
|''[[Marvel's Agents of S.H.I.E.L.D. - Season 5]]'' || Remington Hoffman || Maston-Dar || "Together or Not at All" (S05E07) || 2018<br />
|-<br />
|}<br />
<br />
===Video Games===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="300"|'''Game Title'''<br />
!align=center bgcolor=#D0E7FF width="150"|'''Appears as'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Mods'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Notation'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Release Date'''<br />
|-<br />
|''[[Call of Duty: Black Ops II]] || MTAR || || Incorrectly referred to as the X95L by a character || 2012<br />
|-<br />
|''[[Battlefield 4]]'' || MTAR-21 || || Non-flattop variant; "China Rising" expansion pack || 2013<br />
|-<br />
|''[[Call of Duty: Ghosts]] || MTAR-X || ||Incorrectly classified as a submachine gun|| 2013<br />
|-<br />
|''[[Payday 2]]'' ||Tempest-21|| w/ various attachments || Added via the "Breaking News" update in 2018 || 2013<br />
|-<br />
|''[[Contract Wars]] || || || || 2014<br />
|-<br />
|''[[Ghost In The Shell: Stand Alone Complex First Assault]]'' || S25-R || w/ various attachments || Added via the "Maven's Incursion" update || 2016<br />
|-<br />
|''[[Sniper: Ghost Warrior Contracts 2]]'' ||"ZXR .45 ACP"|| || IWI X95-R FLATTOP 330|| 2021<br />
|-<br />
|}<br />
<br />
<br clear=all><br />
<br />
=IWI Tavor 7=<br />
[[File:Tavor 7.jpg|thumb|right|400px|IWI Tavor 7 - 7.62x51mm NATO]]<br />
A spin-off development of the Tavor series, the Tavor 7 is a variant chambered in 7.62x51mm NATO, feeding from [[SR-25]]-pattern magazines.<br />
==Specifications==<br />
(2018 - Present)<br />
<br />
* '''Type:''' Battle Rifle<br />
<br />
* '''Caliber:''' 7.62x51mm NATO<br />
<br />
* '''Weight:''' 9.04 lbs (4.1 kg)<br />
<br />
* '''Length:''' 28.7 in (73 cm) w/ 17" barrel; 31.7 in (80.6 cm) w/ 20" barrel<br />
<br />
* '''Barrel Length:''' 17 in (43.2 cm); 20 in (50.8 cm)<br />
<br />
* '''Feed System:''' 20-round [[SR-25]] magazines<br />
<br />
* '''Fire Modes:''' Semi-Auto/Full-Auto; Semi-Auto only on civilian models<br />
<br />
-----<br />
{{Gun Title|IWI Tavor 7}}<br />
===Video Games===<br />
{| class="wikitable" style="font-size: 95%;" border="1" style="border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%"<br />
|-bgcolor=#D0E7FF<br />
!align=center bgcolor=#D0E7FF width="300"|'''Game Title'''<br />
!align=center bgcolor=#D0E7FF width="150"|'''Appears as'''<br />
!align=center bgcolor=#D0E7FF width="250"|'''Mods'''<br />
!align=center bgcolor=#D0E7FF width="200"|'''Notation'''<br />
!align=center bgcolor=#D0E7FF width="100"|'''Release Date'''<br />
|-<br />
| ''[[Insurgency: Sandstorm]]'' || "Tavor 7" || || Released in an update in 2020 || 2018<br />
|}<br />
<br />
=See Also=<br />
*[[Israel Military Industries]] - A list of all firearms manufactured by IMI.<br />
*[http://www.iwi.us Israel Weapons Industries] - US Branch[[Category:Gun]]<br />
<br />
[[Category:Gun]]<br />
[[Category:Rifle]]<br />
[[Category:Assault Rifle]]<br />
[[Category:Bullpup]]<br />
[[Category:Carbine]]<br />
[[Category:Submachine Gun]]<br />
[[Category:Sniper Rifle]]<br />
[[Category:Battle Rifle]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_2&diff=1542553Call of Duty: Modern Warfare 22022-12-23T05:13:53Z<p>Fine cuisine: /* Franchi SPAS-12 */ the animation would've actually been kinda correct if the hand was moved back an inch or so</p>
<hr />
<div>{{WIP}}<br />
[[File:MW2.jpg|right|300px|thumb|''Call of Duty: Modern Warfare 2'' (2009)]]<br />
<br />
{{spoiler|This page contains spoilers. Read at your own risk!}}<br />
'''''Call of Duty: Modern Warfare 2''''' (also known as simply ''Modern Warfare 2'', ''CoD:MW2'' or ''MW2'') is the sixth main installment of the ''[[Call of Duty|Call of Duty series]]'' and the second installment of the ''Modern Warfare'' franchise. Officially released worldwide on November 10, 2009, ''MW2'' was developed by Infinity Ward and published by Activision for the PC, PS3 and Xbox 360 platforms.<br />
<br />
The game's storyline is set in the year 2016, five years after the events of ''[[Call of Duty 4: Modern Warfare]]''. Despite the efforts of the U.S. Marines, the SAS, and the Russian Loyalists, the Russian Ultranationalist party has taken power within Russia. An Ultranationalist terrorist, Vladimir Makarov, considered too radical even for the new Russian government, begins his campaign to take revenge upon the western world. In response, Task Force 141, led by LTG Shepherd, is created to hunt down Makarov. During the campaign, the player takes the roles of PFC Joseph Allen and PVT James Ramirez of Hunter Two-One, 1st Battalion, 75th Ranger Regiment, U.S. Army, as well as Sgt. Gary "Roach" Sanderson and Capt. John "Soap" MacTavish of Task Force 141.<br />
<br />
A remaster of the singleplayer campaign, titled '''''Call of Duty: Modern Warfare 2 Campaign Remastered''''', was released on March 31, 2020 for the PlayStation 4, and on April 30, 2020 for the Xbox One and PC.<br />
<br />
'''The following weapons and equipment are used in the video game ''Call of Duty: Modern Warfare 2'':'''<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
Weapons in ''Call of Duty: Modern Warfare 2'' are categorized into the following categories: the primary Assault Rifles, Light Machine Guns, Sniper Rifles, and Submachine Guns, and the secondary Handguns, Machine Pistols, Shotguns, and Launchers.<br />
<br />
All handguns and submachine guns from multiplayer can be dual-wielded in ''Call of Duty: Modern Warfare 2''. The Rangers and the Winchester Model 1887 shotguns can also be dual-wielded.<br />
<br />
=Handguns=<br />
All handguns in the game, except for the M1911, are available in both single and multiplayer modes. All handguns in the multiplayer can be equipped with a variety of accessories, including: FMJ rounds, suppressors, dual wield (akimbo), tactical knives, and extended magazines (unless noted otherwise).<br />
<br />
Like in ''Call of Duty 4'', the game effectively animates all handguns as operating in DAO (Double Action Only) mode.<br />
<br />
==Beretta 92SB==<br />
The [[Beretta 92SB]] returns from ''[[Call of Duty 4: Modern Warfare]]'', once again standing in as the military issue M9. In singleplayer, it is the primary sidearm of all U.S. troops, Task Force 141, U.S. Navy SEALs, and is infrequently used by the Middle Eastern OpFor and the Brazilian Militia.<br />
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta 92SB - 9x19mm Parabellum]]<br />
[[File:MW2-92SB-2.jpg|thumb|none|600px|The "M9" on the Create-A-Class menu. Note the rounded trigger guard, identifying the pistol as a 92SB. Also note the different magazine baseplate.]]<br />
[[File:MW2 M9 (1).jpg|thumb|none|600px|Holding the 92SB in-game.]]<br />
[[File:MW2 M9 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 M9 (3).jpg|thumb|none|600px|Reloading the "M9".]]<br />
[[File:MW2 M9 (4).jpg|thumb|none|600px|Dual-wielding two 92SBs, or "Akimbo", a word that originally had nothing to do with dual-wielding.]]<br />
[[File:MW2 M9 (5).jpg|thumb|none|600px|Reloading the two 92SBs via the universal offscreen reload technique.]]<br />
[[File:MW2-92SB-1.jpg|600px|thumb|none|Reloading a suppressed Beretta. Due to a bug that was never patched, the suppressor does not actually work as intended - range is reduced, and the firing sound is muffled, but the firer will still show up on enemy minimaps.]]<br />
<br />
===Beretta M9 (remastered version)===<br />
In ''Modern Warfare 2 Campaign Remastered'', the weapon is modeled after a proper [[Beretta M9]]. It appears to reuse the same M9 model from ''[[Call of Duty: Modern Warfare Remastered]]''.<br />
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]<br />
[[File:MW2R M9 (1).jpg|thumb|none|600px|Initially drawing the M9 in the remaster shows the user chamber a round.]]<br />
[[File:MW2R M9 (2).jpg|thumb|none|600px|Allen with an M9 inside the airport.]]<br />
[[File:MW2R M9 (3).jpg|thumb|none|600px|Aiming.]]<br />
[[File:MW2R M9 (4).jpg|thumb|none|600px|Reloading the pistol.]]<br />
[[File:MW2R M9 (5).jpg|thumb|none|600px|Equipping two Berettas - here, Ramirez cocks the hammers on both pistols.]]<br />
[[File:MW2R M9 (6).jpg|thumb|none|600px|Idling with the M9s.]]<br />
[[File:MW2R M9 (7).jpg|thumb|none|600px|The inspecting animation results in some fanciful gun twirling.]]<br />
<br />
==Beretta 93R (Mockup)==<br />
The "M93 Raffica", classified under the Machine Pistol category, is a Beretta semi-automatic pistol converted to resemble and function like a [[Beretta 93R]]. Real 93Rs have a frame-mounted safety and a more angular slide, all of which the in-game model lacks. It seems likely that the developers took the base 92SB model and added 93R parts to it and made it shoot three-round bursts. It is attached with a skeletal stock and what looks like an attachment rail for a flashlight/LAM. The in-game model has an extended magazine but still only holds 15 rounds in singleplayer, though in multiplayer it holds a more appropriate 20 rounds.<br />
<br />
In singleplayer, it can be found in an armory in "The Gulag", in a basement armory in "Loose Ends", and in the "Museum" level. It is unlocked at level 38 in multiplayer, and benefits from low recoil, high damage, fast reload times, and instantaneous ADS.<br />
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta Model 92SB - 9x19mm Parabellum. Base weapon of the 93R mockup.]]<br />
[[File:Beretta93-1-.jpg|thumb|none|350px|A real Beretta 93R for comparison - 9x19mm Parabellum]]<br />
[[File:Mw2M9raffica.jpg|600px|thumb|none|The "M93 Raffica" in the Create-A-Class menu. Despite being depicted here with a [https://soldiersystems.net/2010/10/13/baretta-tacrail/ Survival Consultants International WOR4 TacRail] system for mounting sights, it uses a DLP Tactical UMP-1 Universal Pistol Scope Mount in game.]]<br />
[[File:MW2 93R (1).jpg|thumb|none|600px|Holding the burst Beretta, with the hammer half-cocked.]]<br />
[[File:MW2 93R (2).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW2 93R (3).jpg|thumb|none|600px|Reloading the extended Beretta magazine.]]<br />
[[File:MW2 93R (4).jpg|thumb|none|600px|On the dual-wielded version, the hammers are not cocked at all.]]<br />
[[File:MW2 93R (5).jpg|thumb|none|600px|Reloading the Rafficas.]]<br />
[[File:MW2 93R (6).jpg|thumb|none|600px|Reloading a Raffica fitted with an EOTech optic. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount compared to the Create-A-Class image.]]<br />
<br />
===Remastered version===<br />
The remastered version still depicts a mockup, this time using the base model of the Beretta M9 as opposed to the 92SB from before. The hammer is still in half-cocked position.<br />
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]<br />
[[File:MW2R 93R (1).jpg|thumb|none|600px|The ''Remastered'' faux 93R has a new equipping animation where the user extends the foregrip.]]<br />
[[File:MW2R 93R (2).jpg|thumb|none|600px|The "M93 Raffica" in idle.]]<br />
[[File:MW2R 93R (3).jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW2R 93R (4).jpg|thumb|none|600px|Reloading the burst pistol.]]<br />
[[File:MW2R 93R (5).jpg|thumb|none|600px|Thumbing the slide release.]]<br />
[[File:MW2R 93R (6).jpg|thumb|none|600px|Checking out the Beretta in the inspect animation.]]<br />
<br />
==Colt Anaconda==<br />
The [[Colt Anaconda]] is found in singleplayer and multiplayer, called ".44 Magnum" in-game. It is the signature weapon of Lieutenant General Shepard (voiced by [[Lance Henriksen]]), which he uses at several key points in the campaign.<br />
<br />
In a cutscene in "Loose Ends", General Shepard pulls out his Anaconda to shoot someone despite the holstered Anaconda on his model still visibly in the holster, as though he has another big Anaconda tucked in the back of his pants. During a cutscene in "Endgame", the cylinder rotates counterclockwise when General Shepard pulls back the hammer, and then incorrectly rotates clockwise again before the gun fires when Shepard pulls the trigger.<br />
<br />
It is a useful weapon in multiplayer mode due to its quick draw and power, and the fact that the Anaconda will fire as fast as the player can press the fire key. As you probably suspected, the Anaconda is not available with a suppressor or extended magazines as other handguns. Instead of 75 kills, the player has to reach 100 kills with this weapon to unlock the tactical knife attachment.<br />
<br />
Interestingly, the barrel of the Anaconda on the weapon's world model reads "BRAD ALLENCONDA", a reference to Brad Allen, the head weapon designer of Infinity Ward.<br />
[[File:Colt Anaconda HQ.jpg|thumb|none|400px|Colt Anaconda - .44 Magnum]]<br />
[[File:Mw244magnum.jpg|thumb|none|600px|Anaconda in the Create-a-Class menu. Note that the Anaconda's grip has no finger grooves, which means they could be Pachmayr Presentation grips.]]<br />
[[File:MW2 Anaconda (1).jpg|thumb|none|600px|Holding the Anaconda in the multiplayer map Favela.]]<br />
[[File:MW2 Anaconda (2).jpg|thumb|none|600px|Aiming down sights.]]<br />
[[File:MW2 Anaconda (3).jpg|thumb|none|600px|The weapon recoils as a fired bullet hits the wall. The top of the hammer can be seen cycling back in double-action.]]<br />
[[File:MW2 Anaconda (4).jpg|thumb|none|600px|Reloading the Anaconda. The player character lifts the weapon vertically and dumps out all the rounds. This wouldn't work in reality, as fired rounds expand and get stuck in their chambers. The extractor rod would have to be used to eject them.]]<br />
[[File:MW2 Anaconda (5).jpg|thumb|none|600px|Inserting a speedloader.]]<br />
[[File:MW2 Anaconda (6).jpg|thumb|none|600px|Closing the cylinder after dropping the speedloader away.]]<br />
[[File:MW2 Anaconda (7).jpg|thumb|none|600px|Dual-wielding two .44 Magnums. Note that the left revolver isn't just a mirror of the right.]]<br />
[[File:MW2 Anaconda (8).jpg|thumb|none|600px|Reloading shows the asymmetry more clearly, as both revolvers correctly open to the left.]]<br />
[[File:MW2 Anaconda (9).jpg|thumb|none|600px|Cowboy-slinging the cylinder shut when wielding a knife alongside the Anaconda. Note how the revolver appears to be black in low-light instances.]]<br />
[[File:AnacondaShepherd-MW2.jpg|thumb|none|600px|LTG Shepherd (voiced by [[Lance Henriksen]]) loads his Anaconda in the middle of a battlefield, feeling no need for any protective gear nor any concern for going Dirty Harry in Afghanistan.]]<br />
[[File:Sheperd with his Anaconda in Endgame.jpg|thumb|none|600px|Shepherd with his Anaconda on a later level.]]<br />
[[File:MW2 Anaconda (10).jpg|thumb|none|600px|Shepherd using his "backup" Anaconda after his "primary" Anaconda runs dry in the Museum bonus level. Note that a third one is still in his holster. If put into Last Stand, he may draw ''yet another'' .44 Magnum.]]<br />
<br />
===Remastered version===<br />
As the remaster only includes the campaign story, the ".44 Magnum" is only available in the Museum bonus level outside of its appearances with General Shepard.<br />
[[File:MW2R Anaconda (1).jpg|thumb|none|600px|Wielding the Colt magnum.]]<br />
[[File:MW2R Anaconda (2).jpg|thumb|none|600px|Looking through the sights.]]<br />
[[File:MW2R Anaconda (3).jpg|thumb|none|600px|Reloading the Anaconda - the animations are a bit more dramatic than before, still with all the rounds dump with a flick.]]<br />
[[File:MW2R Anaconda (4).jpg|thumb|none|600px|Bringing up the speedloader with new rounds.]]<br />
[[File:MW2R Anaconda (5).jpg|thumb|none|600px|Which is followed by a conspicuous snapping-of-the-cylinder-shut.]]<br />
[[File:MW2R Anaconda (6).jpg|thumb|none|600px|Inspecting the cylinder - the rounds always appear to be unfired.]]<br />
<br />
==Desert Eagle Mark XIX==<br />
A [[Desert Eagle Mark XIX]] with a black barrel and slide and chrome frame is a sidearm available in MW2. It is equipped with Trijicon 3-dot sights, the current production barrel with a Picatinny rail, an unusable underbarrel SureFire X400 Ultra WeaponLight laser aiming module, and (rather bizarrely) an [[M1911]]-esque linearly-sliding trigger with 3 holes in it.<br />
<br />
It is the sidearm of arms dealer Alejandro Rojas' assistant and the Brazilian Militia. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by [[Barry Pepper]]), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them; in fact, the Desert Eagle has never been issued as a standard sidearm by any military whatsoever, having only ever been used by Poland's JW GROM premier special forces unit and Portugal's elite Special Operations Group police unit, in very limited service. <br />
<br />
In some cases, the old model from COD4 will be used in place of the new model.<br />
<br />
Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available.<br />
[[File:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]<br />
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]<br />
[[File:MW2 Desert Eagle.jpg|thumb|600px|none|Desert Eagle in the Create-a-Class menu.]]<br />
[[File:MW2 DEagle (1).jpg|thumb|none|600px|Desert Eagle in first-person view.]]<br />
[[File:MW2 DEagle (2).jpg|thumb|none|600px|Aiming down the 3-dot iron sights. The rear notch of the custom iron sights is spaced too far apart, which would make horizontal aiming difficult.<br />
The front post is also misaligned, meaning the gun would shoot to the right were the player character to actually line up the sights properly.]]<br />
[[File:MW2 DEagle (3).jpg|thumb|none|600px|Reloading the Desert Eagle.]]<br />
[[File:MW2 DEagle (4).jpg|thumb|none|600px|Mag fully in; thumbing the slide stop.]]<br />
[[File:MW2 DEagle (5).jpg|thumb|none|600px|[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]], the player character brandishes a pair of Desert Eagles.]]<br />
[[File:MW2 DEagle (6).jpg|thumb|none|600px|The player character fires away at a forklift, expressing his dissatisfaction with the IMFDB comedy department for recycling old in-jokes.]]<br />
[[File:MW2 DEagle (7).jpg|thumb|none|600px|Reloading the dual Deagles; here, the left gun's non-standard trigger is visible.]]<br />
[[File:MW2 DEagle (8).jpg|thumb|none|600px|Aiming the Desert Eagle with a tactical knife.]]<br />
[[File:MW2 Rojas assistant DEagle.jpg|thumb|600px|none|Rojas' assistant shoots a local gunman with his Desert Eagle. Unlike MW1, characters in MW2 show pain when hit. The choreography of this scene is an homage to the briefcase scene in ''[[Collateral]]''. In the remastered version after dispatching the first two gunmen, the assistant will pick up and use an AK dropped by one of them. This is much more logical than in the original where he continues to fire double(!!) the amount of bullets the mag itself can hold.]]<br />
[[File:MW2Brazilpistol2.png|thumb|600px|none|The assistant aims his Desert Eagle moments after the above image.]]<br />
[[File:MW2 DunnDeagle.jpg|thumb|600px|none|A close-up of CPL Dunn's (voiced by [[Barry Pepper]]) Desert Eagle. This and the one on the floor of the panic room in "Exodus" are the Call of Duty 4 models.]]<br />
<br />
===Remastered version===<br />
The Desert Eagle returns in the Remaster in the same configuration from the original only differing in that the SureFire X400 Ultra WeaponLight is being replaced with what appears to be a Sun Optics flashlight and laser/Streamlight TLR 2 HL G hybrid. A gold Desert Eagle reusing the ''Modern Warfare Remastered'' model is present as an easter egg in the level "Of Their Own Accord". This time the pistol's hammer is correctly cocked.<br />
[[File:MW2R DEagle (1).jpg|thumb|none|600px|As with the other remastered handguns, the Desert Eagle is chambered when initially equipped. The slide reads "Military Industries Inc.", an alteration of the markings used on the real IMI model. Like in the original, the bottom rail is custom fitted unlike newer Desert Eagles with the integral bottom rail.]]<br />
[[File:MW2R DEagle (2).jpg|thumb|none|600px|The .50 AE Deagle in idle.]]<br />
[[File:MW2R DEagle (2.5).jpg|thumb|none|600px|Sighting in the magnum pistol.]]<br />
[[File:MW2R DEagle (3).jpg|thumb|none|600px|Empty-reloading.]]<br />
[[File:MW2R DEagle (4).jpg|thumb|none|600px|Inspecting the Desert Eagle. First the right side is viewed, and then Roach checks the magazine. Note that the underbarrel laser is a hybrid between Sun Optics flashlight/laser and Streamlight TLR 2 HL G complete with markings imitating the latter.]]<br />
[[File:MW2R DEagle (5).jpg|thumb|none|600px|As with the two M9s, the dual Deagles have their hammers cocked when drawn.]]<br />
[[File:MW2R DEagle (6).jpg|thumb|none|600px|Laying down the law with Desert Eagles.]]<br />
[[File:MW2R DEagle (7).jpg|thumb|none|600px|And as with the other dual wield weapons, Roach will spin the Deagles around his fingers in the inspect animation.]]<br />
[[File:DesertGold44.jpg|thumb|400px|none|Gold-plated Desert Eagle Mark XIX - .44 Magnum]]<br />
[[File:MW2R golddeagle 0.jpg|thumb|none|600px|The aforementioned Golden Desert Eagle resting on a teddy bear in "Of Their Own Accord".]]<br />
[[File:MW2R golddeagle 1.jpg|thumb|none|600px|Reloading the gun shows that the magazine and bullets are also completely gold.]]<br />
[[File:MW2R DEagle (8).jpg|thumb|none|600px|Aiming the Gold DEagle reveals the original style iron sights.]]<br />
<br />
==Glock 17==<br />
The [[Glock 17]] appears in the game in a [[Glock pistol series#Glock 17 (Converted to Full Auto)|full auto configuration]], with a 33-round magazine (50 if equipped with Extended Magazine), placed in the Machine Pistol category. Although it is called "G18", referring to the select fire [[Glock 18]] manufactured by the same company, it has no selector switch, and the frame is olive-drab, which was only featured on their semi-automatic designs. It is a 3rd generation Glock, but modeled without any finger grooves; the magazine release is also missing. The rear sight is a fictional hybrid; it features both the factory-standard Glock white square U-notch, as well as two white dots like on a 3-dot aftermarket Glock sight.<br />
<br />
In singleplayer, the converted Glock 17 is used by the Brazilian Militia, Task Force 141, wounded Shadow Company soldiers if they are in "Last Stand" (a state in which a character is downed and can only use their sidearms, which sporadically happens to AI enemies in singleplayer and is a perk in multiplayer), and on occasion, Middle Eastern OpFor. The weapons is also available in several Spec-Ops missions.<br />
<br />
The weapon's extended magazine is present most of the time in first and third person, but disappears the weapon is shown in TF 141 characters' holsters, replaced by a flush-fit non-extended magazine. This is most evident on Soap: in "Takedown", Soap holds his G18 on Rojas with the extended magazine easily visible, but his G18 has a regular magazine in his holster in other levels.<br />
<br />
While the weapon is held one-handed in first person, it is held with a two-handed grip in third person. When equipped with Extended Magazines, the starting ammo without Scavenger is 49 bullets plus the 50 in the gun itself. This means that if the weapon is emptied and reloaded, it will not have a full magazine.<br />
<br />
It is unlocked at level 22 (Master Sergeant) in multiplayer. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm.<br />
[[File:Glock 12892-1-.jpg|thumb|none|350px|Glock 17 with OD Green frame - 9x19mm Parabellum]]<br />
[[File:Mw2G18.jpg|thumb|none|600px|Glock 17 in the Create-a-Class menu. Note the absence of finger grooves and the magazine release.]]<br />
[[File:MW2 G18 (1).jpg|thumb|none|600px|The automatic Glock 17 in first-person view. Note the olive-drab frame.]]<br />
[[File:MW2 G18 (2).jpg|thumb|none|600px|Aiming down the sights. Note the hybrid U-notch and 3-dot rear sight design.]]<br />
[[File:MW2 G18 (3).jpg|thumb|none|600px|Reloading a big long 33-round magazine that holds 32 rounds in singleplayer for some reason. Note that the top of the magazine is modeled solid.]]<br />
[[File:MW2 G18 (4).jpg|thumb|none|600px|On an empty reload, the weapon is chambered by sling-shotting the slide (pulling back the slide and letting it go) instead of utilizing the slide release. The slide release is however used when the gun is dual-wielded ("akimbo") or used on a snowmobile during the setpiece in "Cliffhanger".]]<br />
[[File:MW2 G18 (5).jpg|thumb|none|600px|Dual-wielding.]]<br />
[[File:MW2 G18 (6).jpg|thumb|none|600px|Reloading the dual Glocks. Note the "Gluke" text on the side of the slide, and that the left weapon is clearly mirrored from the right.]]<br />
[[File:MW2 G18 (7).jpg|thumb|none|600px|Reloading a "G18" fitted with a red dot sight attachment. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount.]]<br />
[[File:MW2 G17 S1.jpg|thumb|none|600px|Roach fires a Glock 17 on a snowmobile in the mission "Cliffhanger". Upon firing the weapon, he finds himself disappointed that the weapon sounds less like a firearm and more like two pieces of sandpaper being rubbed together.]]<br />
[[File:MW2 G17 S2.jpg|thumb|none|600px|Roach about to press the slide release inserting a new mag. This also gives a good view of the text on the slide: "Gluke T0319 Pistol Austria".]]<br />
[[File:MW2 G17 S3.jpg|thumb|none|600px|After releasing the slide.]]<br />
[[File:MW2 G17 Ghost.jpg|thumb|none|600px|The Glock in TF141 Operative "Ghost"'s holster. Note the lack of any rear iron sights or magazine.]]<br />
[[File:MW2-LASTSTAND.jpg|thumb|none|600px|The Glock also appears on the "Last Stand" and "Last Stand Pro" perk symbols.]]<br />
<br />
===Glock 18C (remastered version)===<br />
The remastered version correctly depicts a [[Glock 18]], specifically the Glock 18C with compensator cuts. It is also held with two hands rather than one. It still incorrectly holds 32 rounds in the 33-round magazine and features the same fictional Glock u-notch and 3-dot hybrid rear sight as the original. The model appears to be an updated version from ''[[Call of Duty: Infinite Warfare]]''.<br />
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]]<br />
[[File:MW2R G18 1.jpg|thumb|none|600px|Drawing the G18C with the slide cocked fully back.]]<br />
[[File:MW2R G18 2.jpg|thumb|none|600px|Idle.]]<br />
[[File:MW2R G18 3.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MW2R G18 4.jpg|thumb|none|600px|Firing.]]<br />
[[File:MW2R G18 5.jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW2R G18 6.jpg|thumb|none|600px|The inspect animation has Roach twirl his pistol on his index finger allowing us to see the top...]]<br />
[[File:MW2R G18 0.jpg|thumb|none|600px|...bottom..]]<br />
[[File:MW2G180.jpg|thumb|none|600px|...and the front(!!) of the gun.]]<br />
[[File:MW2R G18 8.jpg|thumb|none|600px|The Glock during the snowmobile chase sequence. An interesting note is how Roach's character model has a M1911 in his holster like Soap in this level, yet he uses a USP for the majority of the mission before switching to a Glock for the finale.]]<br />
[[File:MW2R G18 9.jpg|thumb|none|600px|The Glock locked back after inserting a new mag.]]<br />
[[File:MW2R G18 10.jpg|thumb|none|600px|After releasing the slide, which seems to be done with his thumb now, though no ambidextrous release is present. Note the use of 19-round magazines instead of the 33-round mags used normally, yet the bullet count remains the same.]]<br />
[[File:MW2R G18 11.jpg|thumb|none|600px|The Glock 18 in TF141 Operative Ghost's holster. Note how the new higher quality model features both iron sights and a 19-round mag similar to what Roach uses for the chase sequence.]]<br />
[[File:MW2R G18C (12).jpg|thumb|none|600px|Dual Glocks as found in "Takedown".]]<br />
[[File:MW2R G18C (13).jpg|thumb|none|600px|Dumping out spent 33-round magazines. Note the loaded witness holes, but empty lips.]]<br />
[[File:MW2R G18C (14).jpg|thumb|none|600px|The inspect animation starts with bringing the G18Cs close together, similar to [[Killing Floor]]-style akimbo aiming.]]<br />
<br />
====LA-10u/PEQ Handheld Laser Designator====<br />
In the remastered version of the level "Exodus", the laser designator function used to guide supporting fire from "Badger 2-1" is now done by its own unique gadget rather than a visible red beam originating from barrel of whatever weapon Ramirez wields. It comprises of a tan Glock frame with something resembling a laser-based trainer system that replaces the pistol's slide; it seems to be an imitation of the LA-10u/PEQ Handheld Laser Designator.<br />
[[File:MW2R Glock Laser (1).jpg|thumb|none|600px|The laser designator at the start of "Exodus".]]<br />
[[File:MW2R Glock Laser (2).jpg|thumb|none|600px|Aiming the device by its visible beam.]]<br />
[[File:MW2R Glock Laser (3).jpg|thumb|none|600px|Inspecting the LAM.]]<br />
<br />
==Heckler & Koch USP45==<br />
The [[Heckler & Koch USP#Heckler & Koch USP|Heckler & Koch USP45]] returns from ''[[Call of Duty 4: Modern Warfare]]'', appearing in singleplayer and multiplayer. It still features the incorrect extended barrel, and has an unremovable, unusable Viridian X5L Gen 1 combo module. It is one of the main sidearms of the Russian forces, including Ultranationalists and Internal Troops, as well as Task Force 141.<br />
<br />
In single player, the USP is always equipped with the tactical knife attachment. In multiplayer, the USP is unlocked at level 4 (Private First Class) and is an effective sidearm overall. It has a magazine capacity of 12 rounds, and 18 rounds with the extended magazines attachment. It can be equipped with a suppressor.<br />
<br />
The usage of the USP by the Russians is highly inaccurate, given Russian doctrine that focuses on using domestic weapons, guns like the [[Makarov PM]] and the [[MP-443 Grach]] would be more accurate.<br />
[[File:HK-USP.jpg|thumb|none|350px|Heckler & Koch USP45 - .45 ACP]]<br />
[[File:Mw2usp45.jpg|thumb|none|600px|USP45 in the Create-a-Class menu. Note that it has the rear sight of a [[Heckler & Koch Mark 23]].]]<br />
[[File:MW2 USP45 (1).jpg|thumb|none|600px|Holding the USP.]]<br />
[[File:MW2 USP45 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 USP45 (3).jpg|thumb|none|600px|Reloading the USP, showing the "USP .45 ACP" markings on its slide.]]<br />
[[File:MW2 USP supp 3.jpg|thumb|none|600px|Reloading the USP suppressed. Note the lack of bullets.]]<br />
[[File:MW2 USP WORLD.jpg|thumb|none|600px|World model of the USP suppressed.]]<br />
[[File:MW2 USP45 (4).jpg|thumb|none|600px|Akimbo USPs. Note that the left pistol doesn't have mirrored markings. Due to a bug the dual pistols are also treated as having the "tactical knife" attachment and have the faster melee attack speed, though a slower recovery than the actual "tactical knife".]]<br />
[[File:MW2 USP45 (5).jpg|thumb|none|600px|Reloading the left USP.]]<br />
<br />
===Remastered version===<br />
Due to the remaster only covering the campaign and not the multiplayer nor spec ops, the USP is only seen paired with a knife. <br />
[[File:MWR USP45 0.jpg|thumb|none|600px|Drawing the USP. Note the knife clipping through the slide]]<br />
[[File:MW2R USP 1.jpg|thumb|none|600px|Drawing the USP suppressed has Roach tighten the suppressor, similar to the intro of the ''MW3'' Spec Ops mission "Hostage Taker".]]<br />
[[File:MW2R USP45 1.jpg|thumb|none|600px|Inspecting the weapon has Roach brush his knife on his arm.]]<br />
[[File:MW2R USP45 2.jpg|thumb|none|600px|Idle.]]<br />
[[File:MW2R USP45 3.jpg|thumb|none|600px|Aiming. Note that the hammer is not correctly positioned. Whereas the original featured a "DAO" USP, this version of the gun is modeled and animated with a cocked hammer, though it is not quite far back enough to be caught by the sear on a real pistol.]]<br />
[[File:MW2R USP45 4.jpg|thumb|none|600px|Firing.]]<br />
[[File:MW2R USP45 5.jpg|thumb|none|600px|Reloading from empty. Note how the bullets are the same colour as the magazine for some reason despite the casing above being brass.]]<br />
[[File:MW2R USP 4.jpg|thumb|none|600px|Reloading from empty with a suppressor.]]<br />
[[File:MW2R USP45 6.jpg|thumb|none|600px|World model of the USP, which has a few differences from its COD4: MWR counterpart.]]<br />
[[File:MW2R USP WORLD.jpg|thumb|none|600px|World model of the USP with a suppressor, which appears to be based on the Knight's Armament suppressor used on the MK23.]]<br />
<br />
==M1911 variant==<br />
The same [[M1911]] variant (closest to a [[Springfield Armory 1911 Series|Springfield Armory Loaded 1911]]) given to Soap by Captain Price in the first game during the final level "Game Over" reappears in the second game. It is carried by Soap, visible on his holster in "Cliffhanger" level. Its appearance is more story than gameplay-important. Some Ghillie snipers and FSB troops are also seen with it holstered, though they never use them and tend to switch to a Heckler & Koch USP45 that magically appears. One militia member also carries one during a cutscene.<br />
<br />
It is only usable in the museum bonus level, where it possesses a bug in its reloading animation; when emptied, there is a noticeable pause of a few seconds before the reload animation plays out. In multiplayer, when the player is using a sniper rifle as their primary weapon, on an arctic or desert type map, the M1911 will appear in either the player's holster or on their belt.<br />
[[File:SA loaded m1911.jpg|thumb|none|350px|Springfield Armory Loaded M1911A1 - .45 ACP. The one seen in the game has silver bushing and pale G-10 Gunner grips.]]<br />
[[File:MW2Soap.jpg|thumb|600px|none|Soap (voiced by [[Kevin McKidd]]) climbs an icy cliff with a holstered M1911 pistol.]]<br />
[[File:MW2 M1911 (1).jpg|thumb|none|600px|Holding the M1911 on a bizarre scene.]]<br />
[[File:MW2 M1911 (2).jpg|thumb|none|600px|Aiming the pistol.]]<br />
[[File:MW2 M1911 (3).jpg|thumb|none|600px|Reloading the pistol.]]<br />
[[File:MW2 Militia Drops 1911.jpg|thumb|600px|none|A militiaman attempting to arrest Rojas' assistant drops an M1911 after being shot. Interestingly enough, once gameplay starts, the weapons turns into a Beretta 92SB.]]<br />
[[File:MW2-holsteredM1911.jpg|thumb|none|600px|A dead Ghillie sniper with a holstered M1911.]]<br />
<br />
===Remastered version===<br />
When Soap meets Price in the remastered version of "The Gulag", he is seen holding the M1911 with a teacup grip. This is strange, considering that he used a more appropriate stance in the original game.<br />
[[File:MW2R M1911 (1).jpg|thumb|none|600px|Drawing the M1911.]]<br />
[[File:MW2R M1911 (2).jpg|thumb|none|600px|Idle. The hammer is cocked, but not quite far enough.]]<br />
[[File:MW2R M1911 (3).jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW2R M1911 (4).jpg|thumb|none|600px|Reloading the M1911 from empty.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet MP9==<br />
The [[Brügger & Thomet MP9]] is found in-game, categorized as a Machine Pistol, and known as the TMP, the original version manufactured by Steyr. The weapon features a scope rail, an olive lower receiver, ghost ring sights, and unused side rails. It is often seen in singleplayer, where it is used by Middle Eastern OpFor, Russian Airport Security Police, Makarov's Ultranationalists, and Shadow Company, and is often dual-wielded (with an expected drop in accuracy); a few unique cases allow the player to acquire akimbo MP9s with red dot sights attached, a combination that is impossible in multiplayer given the sights on dual-wielded weapons cannot be used.<br />
<br />
In singleplayer, the MP9 has an incorrect 32-round magazine, while in multiplayer it has a correct but small 15 round magazine (which can be emptied in about 1 second, and only increased to 25 with Extended Mags). It has low recoil and great accuracy when aiming down its sights. It is unlocked at level 58, making it the final machine pistol unlocked, but it is hugely unpopular on account of its absurdly small magazine size, high unlock rank, poor hip-fire accuracy and low damage. This results in it being overlooked in favor of other, better-performing and easier to acquire machine pistols.<br />
<br />
Although of Swiss origin, the use of the Brügger & Thomet MP9 by the Russian Airport Security during the "No Russian" level is correct, as it is in use by the FSB Alpha counterterrorist unit and by Russian law enforcement in real life.<br />
<br />
[[File:Mp9tmp.jpg|thumb|none|350px|B&T MP9 - 9x19mm Parabellum]]<br />
[[File:MW2 MP9 (1).jpg|thumb|none|600px|The MP9 in first-person.]]<br />
[[File:MW2 MP9 (2).jpg|thumb|none|600px|Aiming down the ghost ring sights.]]<br />
[[File:MW2 MP9 (3)mwstore.jpg|thumb|none|600px|Reloading the MP9.]]<br />
[[File:MW2 MP9 (4).jpg|thumb|none|600px|Pulling the charging handle; note the strange ejection port.]]<br />
[[File:MW2 MP9 (5).jpg|thumb|none|600px|Akimbo MP9s.]]<br />
<br />
===Remastered version===<br />
The remastered MP9 has a correctly modeled ejection port and side rails.<br />
[[File:MW2R MP9 (1).jpg|thumb|none|600px|The B&T MP9 in the remaster.]]<br />
[[File:MW2R MP9 (2).jpg|thumb|none|600px|Aiming.]]<br />
[[File:MW2R MP9 (3).jpg|thumb|none|600px|Loading a new magazine.]]<br />
[[File:MW2R MP9 (4).jpg|thumb|none|600px|Charging the MP9. This is also its draw animation.]]<br />
[[File:MW2R MP9 (5).jpg|thumb|none|600px|Inspecting the MP9's stick mag.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] appears simply as "P90" in MW2. It is used by Russians and US Shadow Company members in single player. Unlocked at level 24 in multiplayer, the P90 is a popular choice for the same reason as in real life: it is compact, has a large capacity and low recoil, does good damage and has a high rate of fire.<br />
<br />
It's another questionable weapon choice for the Russian Army, a more accurate choice would be the PP-2000 already in the game or the [[AS_Val#SR-2_Veresk|SR-2 Veresk]].<br />
<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]<br />
[[File:Mw2P90.jpg|thumb|none|600px|The P90 in the Create-a-Class menu.]]<br />
[[File:MW2 P90 (1).jpg|thumb|none|600px|Holding the P90.]]<br />
[[File:MW2 P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 P90 (3).jpg|thumb|none|600px|Slapping in a new magazine.]]<br />
[[File:MW2 P90 (4).jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[File:MW2 P90 (5).jpg|thumb|none|600px|Dual-wielding P90s. One has to wonder how exactly does a man reload two P90s at the same time.]]<br />
<br />
===Remastered version===<br />
Just like ''Modern Warfare Remastered'', the translucent magazine now shows depleting rounds. The laser also works in IR mode, as seen through night vision goggles. <br />
[[File:MW2R P90 (1).jpg|thumb|none|600px|The P90 in idle.]]<br />
[[File:MW2R P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2R P90 (3).jpg|thumb|none|600px|Slapping in a fresh magazine.]]<br />
[[File:MW2R P90 (4).jpg|thumb|none|600px|Charging the P90.]]<br />
<br />
==Heckler & Koch MP5K==<br />
The [[MP5K]], equipped with a custom Rail Interface System and a threaded barrel, appears in ''Modern Warfare 2''. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, Rangers, Task Force 141, Russian Internal Troops / FSB, and some Russian soldiers / Ultranationalists. It comes with a foregrip in multiplayer, but in singleplayer this is absent, which presumably makes sense to somebody. It is often seen with a Red Dot Sight. The world model depicts it with a 15-round magazine, though the first person and Create A Class images both show the correct 30-round magazine.<br />
<br />
A suppressed version, the "MP5KSD", is available in the campaign mission "Loose Ends" and in the Spec Ops missions "Hidden" and "Estate Takedown". The real 'SD' suffix is used by H&K for their integrally suppressed MP5 variants, which the in-game weapon is not. In cases where the suppressed MP5K is paired with a red dot sight (as seen in the campaign levels "The Enemy of My Enemy" and "Just Like Old Times" and in several of the Spec Ops missions), the weapon is more appropriately labeled "MP5K Silenced Red Dot".<br />
<br />
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler & Koch MP5K - 9x19mm Parabellum]]<br />
[[File:MP5K-RIS-airsoft.jpg|thumb|none|350px|'''Airsoft''' Jing Gong MP5K RIS JG202. How the MP5K looks in the game (with some differences).]]<br />
[[File:381.jpg|thumb|none|400px|MP5K R.I.S. System (modeled after an ICS Airsoft RAS)]]<br />
[[File:Mw2Mp5k.jpg|thumb|none|600px|The MP5K in Create-a-Class menu.]]<br />
[[File:MW2 MP5K (1).jpg|thumb|none|600px|Drawing the weapon with a good-ol' HK slap.]]<br />
[[File:MW2 MP5K (2).jpg|thumb|none|600px|The MP5K in the player's hands.]]<br />
[[File:MW2 MP5K (3).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 MP5K (4).jpg|thumb|none|600px|Reloading the MP5K.]]<br />
[[File:MW2 MP5K (5).jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[File:MW2 MP5K (6).jpg|thumb|none|600px|Dual-wielding MP5Ks.]]<br />
[[File:MP5KSD-MW2.jpg|thumb|none|600px|A suppressed MP5K with red dot sight in "The Enemy of My Enemy".]]<br />
[[File:MP5KSD2-MW2.jpg|thumb|none|600px|Reloading the suppressed MP5K. Note the clear lack of a foregrip. The weapon has an S-E-F lower receiver, with the fire selector set to safe. However, the selector switch itself is that of a Navy trigger group, and is set to a position that would be pointing towards the semi-auto position on a Navy lower.]]<br />
[[File:MW2MP.jpg|thumb|none|600px|Russian Internal Troops' supply units (notable by their white griffin patches) firing MP5K submachine guns behind riot shields. Note the shorter magazines.]]<br />
<br />
===Remastered version===<br />
The remaster uses an HK slap-style empty reload for the MP5K, contrarily to the original game which involved pulling the charging handle after swapping magazines.<br />
[[File:MW2R MP5K (1).jpg|thumb|none|600px|As with the original game, the equip animation shows the MP5K getting chambered, although the bolt never moves and seems to be a flat texture here.]]<br />
[[File:MW2R MP5K (2).jpg|thumb|none|600px|The RIS foregrip is also absent again.]]<br />
[[File:MW2R MP5K (3).jpg|thumb|none|600px|ADS of the MP5K.]]<br />
[[File:MW2R MP5K (4).jpg|thumb|none|600px|Locking the bolt back on the empty reload.]]<br />
[[File:MW2R MP5K (5).jpg|thumb|none|600px|Replacing the magazine.]]<br />
[[File:MW2R MP5K (6).jpg|thumb|none|600px|Chambering the MP5K. The weapon has a proper SEF selector switch, though it is still set to safe.]]<br />
[[File:MW2R MP5K (7).jpg|thumb|none|600px|The same inspection animation from ''Modern Warfare Remastered'' is also performed with the MP5K.]]<br />
<br />
==Heckler & Koch UMP45==<br />
The [[Heckler & Koch UMP45]] is a submachine gun appearing in both singleplayer and multiplayer. Like the MP5K, Picatinny rails were added to the weapon. In singleplayer, it is used by Russian police, Russian military, Shadow Company, and Task Force 141. In multiplayer, it can be equipped with extended magazines like all the other SMGs. It incorrectly holds 32 rounds in multiplayer by default, but correctly holds 25 rounds in singleplayer. It is insanely popular online due to suffering a negligible damage decrease when suppressed. Interestingly, the front sight is removed when optics are attached, which is only possible by way of completely chopping it off.<br />
<br />
A more appropriate alternative Russian-made firearm in this category would be the PP-19 Bizon, the PP-90M1 or the PP-19-01 Vityaz submachine guns, which are used by military and police forces in the Russian Federation, including various Spetsnaz units and counter-terrorist and law enforcement units.<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]]<br />
[[File:Mw2Ump45.jpg|thumb|none|600px|The UMP45 in the Create-a-Class menu.]]<br />
[[File:MW2 UMP45 (1).jpg|thumb|none|600px|Holding the UMP45.]]<br />
[[File:MW2 UMP45 (2).jpg|thumb|none|600px|Aiming down sights.]]<br />
[[File:MW2 UMP45 (3).jpg|thumb|none|600px|Reloading. An attempt has been made to portray the rounds inside the magazine, though they're pretty obviously just a 2D texture. The white line on the selector lever is textured at the wrong place; given the current setting of the fire selector, the line is supposed to be pointing towards the full-auto position at the bottom right, not the upper safe position as shown here. Nevertheless, the third-person model is textured correctly.]]<br />
[[File:MW2 UMP45 (4).jpg|thumb|none|600px|Like the MP5K, the charging handle is pulled after the magazines are swapped.]]<br />
[[File:MW2 UMP45 (5).jpg|thumb|none|600px|Dual-wielding UMP45s.]]<br />
[[File:MW2TR5.jpg|thumb|none|600px|A Russian soldier holds a UMP45 fitted with a reflex scope. Note the absent front sight and intangible rear sight.]]<br />
[[File:MW2 screen 24-1255733504.jpg|thumb|none|600px|The Shadow Company soldier on the far left wields a UMP45 with an EOTech sight. This screenshot is from an early version of the game; note the front sight is still present.]]<br />
<br />
===Remastered version===<br />
The UMP in the remaster has different markings on the receiver, and for some reason the reloading animations have been completely redone, without an HK slap-style reload like the MP5K.<br />
[[File:MW2R UMP45 (1).jpg|thumb|none|600px|Initially-equipping the UMP results in a rather awkward palming of the charging handle.]]<br />
[[File:MW2R UMP45 (2).jpg|thumb|none|600px|The H&K UMP taken from a Russian airport security officer.]]<br />
[[File:MW2R UMP45 (3).jpg|thumb|none|600px|The UMP's iron sights.]]<br />
[[File:MW2R UMP45 (4).jpg|thumb|none|600px|The new reload animation. The HK markings have been replaced by the fictional "Schmidt & Meier", and the fire selector gained a (merely cosmetic) 2-round burst setting. The selector switch is erroneously pointed towards said burst mode.]]<br />
[[File:MW2R UMP45 (5).jpg|thumb|none|600px|Charging the SMG.]]<br />
[[File:MW2R UMP45 (6).jpg|thumb|none|600px|As with the MP5K, Allen plays with the magazine in the inspection animation.]]<br />
<br />
==IMI Mini Uzi==<br />
The [[Mini Uzi]] returns from ''[[Call of Duty 4: Modern Warfare]]''. In singleplayer, it is used by Brazilian militiamen, Middle Eastern OpFor, and rarely by Makarov's Ultranationalists in the mission "Enemy of My Enemy". Near the end of the game, the player gets to fire an Uzi during a boat chase. Like in ''Call of Duty 4'', it is incorrectly shown with a reciprocating charging handle.<br />
<br />
[[File:MiniUzi 01.jpg|thumb|none|400px|Mini Uzi with stock folded - 9x19mm Parabellum]]<br />
[[File:MW2 Mini-Uzi (1).jpg|thumb|none|600px|The Mini Uzi in first-person view. Unlike in ''Call of Duty 4'', the Mini Uzi in ''Modern Warfare 2'' has its stock unfolded, though it is still held with only one hand.]]<br />
[[File:MW2 Mini-Uzi (6).jpg|thumb|none|600px|As in MW1, the sights are not properly lined up, and the gun would shoot high in reality.]]<br />
[[File:MW2 Mini-Uzi (2).jpg|thumb|none|600px|This image shows what the sights should look like (though the front post is still too high).]]<br />
[[File:MW2 Mini-Uzi (3).jpg|thumb|none|600px|Inserting a new magazine.]]<br />
[[File:MW2 Mini-Uzi (4).jpg|thumb|none|600px|Racking the bolt.]]<br />
[[File:MW2 Mini-Uzi (5).jpg|thumb|none|600px|Akimbo Uzis.]]<br />
[[File:381.png|thumb|none|600px|Soap shoots his Mini Uzi while chasing an enemy zodiac.]]<br />
<br />
===Remastered version===<br />
The Mini Uzi fires from an open bolt in the remastered version, and appropriately has a non-reciprocating charging handle.<br />
[[File:MW2R Mini-Uzi (1).jpg|thumb|none|600px|Picking up the Mini Uzi results in a new initial-chambering animation.]]<br />
[[File:MW2R Mini-Uzi (2).jpg|thumb|none|600px|The IMI Mini Uzi in the remaster.]]<br />
[[File:MW2R Mini-Uzi (3).jpg|thumb|none|600px|Aiming with aligned sight.]]<br />
[[File:MW2R Mini-Uzi (4).jpg|thumb|none|600px|Tossing aside a spent magazine when reloading.]]<br />
[[File:MW2R Mini-Uzi (5).jpg|thumb|none|600px|Charging the Mini Uzi.]]<br />
[[File:MW2R Mini-Uzi (6).jpg|thumb|none|600px|The inspect animation is much the same as with the COD4 remaster.]]<br />
[[File:MW2R Mini-Uzi (7).jpg|thumb|none|600px|Weilding two Mini Uzis.]]<br />
[[File:MW2R Mini-Uzi (8).jpg|thumb|none|600px|Inspecting the dual Mini Uzis.]]<br />
<br />
==PP-2000==<br />
The [[PP-2000]] appears in the game and is categorized as a Machine Pistol. Despite being a rare example of a modern Russian firearm in the original ''Modern Warfare'' trilogy, it is only ever used by Russian Paratroopers and Makarov's Ultranationalists as a backup sidearm, most notably in the injured "last stand" state. Interestingly, like the Glock 17, the enemies fire the weapon in semi-auto in last stand, and the enemies will usually discharge a few rounds when they are shot in last stand. The PP-2000 can be equipped with assorted sights, scopes and accessories, including a thermal sight exclusive to the level "The Only Easy Day ... Was Yesterday". It is an all around effective weapon in multiplayer due to its high rate of fire and low recoil, the weapon's only drawback is its 20 round magazine.<br />
[[File:Pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm Parabellum]]<br />
[[File:Mw2Pp2000.jpg|thumb|none|600px|The PP-2000 in the Create-a-Class menu.]]<br />
[[File:MW2 PP2000 (1).jpg|thumb|none|600px|Drawing the PP-2000, which involves disengaging the safety with the off hand, much like the HK91 in ''Call of Duty 4''. Interestingly, however, the safety lever actually moves this time.]]<br />
[[File:MW2 PP2000 (2).jpg|thumb|none|600px|Holding the PP-2000.]]<br />
[[File:MW2 PP2000 (3).jpg|thumb|none|600px|Aiming down the small iron sights.]]<br />
[[File:MW2 PP2000 (4).jpg|thumb|none|600px|Inserting a new magazine.]]<br />
[[File:MW2 PP2000 (5).jpg|thumb|none|600px|Charging the weapon.]]<br />
[[File:MW2 PP2000 (6).jpg|thumb|none|600px|The player character fires a pair of PP-2000s.]]<br />
[[File:MW2 PP2000 (7).jpg|thumb|none|600px|Reloading the two PP-2000s.]]<br />
<br />
===Remastered version===<br />
In the remaster, the player character actually grasps the front grip of the PP-2000 rather than firing the weapon one-handed. When equipped, the safety is no longer flicked off either; the character simply charges the PP-2000.<br />
[[File:MW2R PP-2000 (1).jpg|thumb|none|600px|A PP-2000 taken from a Ultranationalist paratrooper in "Wolverines!"]]<br />
[[File:MW2R PP-2000 (2).jpg|thumb|none|600px|Sighting in the Ural truck.]]<br />
[[File:MW2R PP-2000 (3).jpg|thumb|none|600px|Reloading the PP-2000.]]<br />
[[File:MW2R PP-2000 (4).jpg|thumb|none|600px|Working the SMG's action.]]<br />
[[File:MW2R PP-2000 (5).jpg|thumb|none|600px|Right side of the PP-2000.]]<br />
<br />
==TDI Vector==<br />
The [[TDI Vector|Prototype TDI Vector]], fitted with a Gen 1 stock and using KRISS 25+ round extended Glock magazines that hold 30 rounds in gameplay, appears as an SMG in MW2. In singleplayer, it is used by Russian Troops, Shadow Company, and occasionally by Task Force 141 and Brazilian Militiamen. It is highly incorrect for the Russian Ultranationalists (except Makarov's gun-smuggling terrorists) to use the TDI Vector as a Personal Defense Weapon, as it is a weapon of US origin. A more likely alternative would be the PP-2000 featured in the game or the [[SR-2#SR-2_Veresk|SR2-Veresk]].<br />
<br />
It is generally fitted with a reflex sight, and it uses a suppressor in some levels. Its default finish is the two-tone black and tan finish like the real-life prototype; in "Just Like Old Times", Soap's Vector has a unique black finish.<br />
<br />
As with some of the other in-game weapons, the iron sights have Infinity Ward trademarks on them.<br />
[[File:Krisssuperv.jpg|thumb|none|450px|Prototype TDI Vector - .45 ACP]]<br />
[[Image:KrissSuperV.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector SMG - .45 ACP]]<br />
[[File:Mw2Vector.jpg|thumb|none|600px|The Vector in the Create-a-Class menu.]]<br />
[[File:MW2 Vector (1).jpg|thumb|none|600px|The draw animation of the Vector has the player character flipping the stock open.]]<br />
[[File:MW2 Vector (2).jpg|thumb|none|600px|Holding the Vector.]]<br />
[[File:MW2 Vector (3).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 Vector (4).jpg|thumb|none|600px|Loading new magazine.]]<br />
[[File:MW2 Vector (5).jpg|thumb|none|600px|Chambering the weapon.]]<br />
[[File:MW2 Vector (6).jpg|thumb|none|600px|Dual-wielding Vectors.]]<br />
<br />
===Remastered version===<br />
The Vector returns in much a largely unchanged appearance in ''Modern Warfare 2 Campaign Remastered''. The trigger group and pistol grip now have the same finish as the rest of the upper receiver though. In some missions, the Vector's lower has a desert camo finish, which was not seen in the original campaign story.<br />
[[File:MW2R Vector (1).jpg|thumb|none|600px|Unfolding the remastered Vector's stock.]]<br />
[[File:MW2R Vector (2).jpg|thumb|none|600px|The basic Vector in idle.]]<br />
[[File:MW2R Vector (3).jpg|thumb|none|600px|ADS of the Vector.]]<br />
[[File:MW2R Vector (4).jpg|thumb|none|600px|Reloading the extended Glock magazine]]<br />
[[File:MW2R Vector (5).jpg|thumb|none|600px|Charging the SMG.]]<br />
[[File:MW2R Vector (6).jpg|thumb|none|600px|Inspecting the Vector results in a brass check.]]<br />
[[File:MW2R Vector (7).jpg|thumb|none|600px|Soap's black Vector in "Just Like Old Times".]]<br />
<br />
=Assault Rifles & Battle Rifles=<br />
==AK Hybrid==<br />
A heavily customized AK hybrid appears in ''Modern Warfare 2'' as the "AK-47". It has the milled receiver of an [[AK-47]], but with the ribbed top cover, 90 degree gas block, and front sight block of an [[AK-74]]. Additionally, it weirdly has one single rivet at the bottom rear of the receiver; its position is somewhat similar to the bottom rivet of a [[Draco Pistol]]. It is fitted with an LHV47 (or its airsoft clone from King Arms) railed handguard, IO Inc SCOP0040 scope mount, T6 stock adapter, Vltor IMod Stock, and a [[Saiga 12]] breaching muzzle brake. It feeds from Finnish AK polymer magazines. Overall, it appears the whole build has been based on some airsoft set like the G&P AK Tactical Conversion Kit which contains replicas of the listed above items.<br />
<br />
In singleplayer, it is used by almost all enemy factions, including the Russian Military, Ultranationalists, and the Brazilian Militia. Most AK-47s are seen with arctic or desert camouflage, although some in the level "Loose Ends" have digital and woodland camouflage. It is the last weapon unlocked in multiplayer at level 70, and as such does not see much use as most players prefer to Prestige instead.<br />
<br />
Its depiction is wildly inaccurate for the Russian Army and even Makarov's Ultranationalists; these groups would be more likely use the [[AK-74M]] or possibly some rifles of the [[AK-100 series]]. At the time of the game's making, the Russians weren't considering modernizing the old AKs let alone use aftermarket US made accessories, however, Kalashnikov Concern introduced the universal upgrade package for AKs in 2015 which interestingly almost coincides with the game's 2016 setting.<br />
<br />
[[File:Ak47mw.2.jpg|thumb|none|500px|'''Photoshopped''' AKM fitted with Tapco Intrafuse and T6 furniture sets and a Vltor Modstock and Stock Adapter, to look like the weapon in ''Modern Warfare 2'' - 7.62x39mm]]<br />
[[File:TypeIII AK47.jpg|thumb|none|500px|AK-47 - 7.62x39mm]]<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]<br />
[[File:MW2 AK47 (1).jpg|thumb|none|600px|Holding the custom AK.]]<br />
[[File:MW2 AK47 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 AK47 (3).jpg|thumb|none|600px|Reloading the AK. Note that the top of the magazine is modeled as a solid block. The rifle appears to be manufactured by the Izhevsk Mechanical Plant as evidenced by the arrow inside triangle factory marking. The factory markings and serial number are in the proper place, however, instead of year of production it has has the letters "EP". While this kind of letter markings was used, though on the fire selector, the denomination of EP is fictional as E was used to denote East German AKs and P for Polish ones.]]<br />
[[File:MW2 AK47 (4).jpg|thumb|none|600px|Pulling the charging handle...]]<br />
[[File:MW2 AK47 (5).jpg|thumb|none|600px|...which appears to stick out of a non existent bolt when looking at the right side of the rifle. Note the redundant serial number stamped on a place it doesn't belong. Additionally, the fire selector is incorrectly set to semi-auto.]]<br />
[[File:CptMacTavishAk47.jpg|thumb|none|600px|Captain John "Soap" MacTavish with his AK; the third-person model has the selector correctly set to full-auto. Note the Saiga 12 door breaching muzzle, and the AK-74/AK-101/AK-103 gas block and front sight block.]]<br />
<br />
===Remastered version===<br />
The remastered model resembles the previous one, but the AK-74 style gas block and front sight block have been replaced by those of an [[AKM]]. Additionally, the weapon now has Yugoslavian "U-R-J" selector markings on the right side and the original IO Inc SCOP0040 mount has been replaced with a BP-02 mount.<br />
[[File:MW2R AK-47 (1).jpg|thumb|none|600px|Pvt. Ramirez holds up Burger Town with his tacticool AK-47.]]<br />
[[File:MW2R AK-47 (2).jpg|thumb|none|600px|ADS of the AK.]]<br />
[[File:MW2R AK-47 (3).jpg|thumb|none|600px|Reloading the waffle magazine. Note the rather MW3 style BP-02 mount instead of the original MW2 IO Inc SCOP0040 mount.]]<br />
[[File:MW2R AK-47 (4).jpg|thumb|none|600px|Charging the rifle.]]<br />
[[File:MW2R AK-47 (5).jpg|thumb|none|600px|The AK's right side. The fire selector is still set to semi-auto, and now this applies to the third-person model as well.]]<br />
<br />
==Colt M4A1 Carbine==<br />
The [[M4A1]] is one of the most common weapons in the game. The in-game model features an A.R.M.S. #50C-TR S.I.R. system, flip-up PRI front sight gas block, A.R.M.S. #40L rear back up iron sights and a triple loop ambi sling adapter receiver end plate. The rail covers, lower receiver, stock, and pistol grip are all in tan. A KAC foregrip is fitted in first-person only, for some reason. The serrations on the back of the pistol grip confirms it to be an A2 but it is depicted without a finger groove and bottom toe.<br />
<br />
In singleplayer, it is the first weapon provided to the player. It is primarily used by the U.S. Army Rangers and Task Force 141, including Soap. During "No Russian", Vladimir Makarov and his terrorist group are also armed with the M4A1. The M4A1 is commonly equipped with the [[M203 grenade launcher]], often alongside other attachments. A suppressed M4A1 is available in the level "Museum".<br />
<br />
The rifles in-game are apparently Colt-manufactured, with Colt's "prancing pony" logo stamped on the left side of the lower receiver on the in-game model. Curiously, the M4A1 held by Soap in one of the promotional images has a Bushmaster stamp on it.<br />
<br />
The rifle is modeled after the Tokyo Marui M4 S-System airsoft rifle and the STANAG magazines found in the webbing of some characters are actually modeled after airsoft magazines as evidenced by the circular opening at the top of the magazine.<br />
<br />
[[File:Tokyo Marui M4 S-System.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui M4A1 S-System]]<br />
[[File:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]<br />
[[File:A.R.M.S. Rail.jpg|thumb|none|400px|An A.R.M.S. #50C-TR S.I.R.]]<br />
[[File:MW2 M4A1 (1).jpg|thumb|none|600px|Drawing the M4A1 by dramatically racking the charging handle.]]<br />
[[File:MW2 M4A1 (2).jpg|thumb|none|600px|Holding the M4A1.]]<br />
[[File:MW2 M4A1 (3).jpg|thumb|none|600px|The iron sights. When any alternate sights are mounted, these sights are flipped down in first-person; they're always flipped up in third person.]]<br />
[[File:MW2 M4A1 (4).jpg|thumb|none|600px|Reloading the M4A1. The magazines seem to be taped in order to increase friction and make gripping easier.]]<br />
[[File:MW2 M4A1 (5).jpg|thumb|none|600px|Pressing the bolt release. Note that the fire selector is set to semi-auto while the weapon actually fires in full auto, a common modeling mistake.]]<br />
[[File:MW2 M4A1 (6).jpg|thumb|none|600px|View of the right side of the M4A1, showing off that the right side a low detail mirror of the left.]]<br />
[[File:MW2 screen 16-1255734153.jpg|thumb|none|600px|Lt. Simon "Ghost" Riley with his M4A1 during "The Only Easy Day... Was Yesterday". Note that the right side of the weapon is a mirror of the left side, meaning that the M4A1 lacks many key components, such as the ejection port, forward assist, brass deflector and magazine release button. The same goes for the [[M16A4]].]]<br />
[[File:MW2 M4render.jpg|thumb|none|600px|A wireframe-eque rendering of the M4/M203 combo in the intro cutscene of "Team Player".]]<br />
<br />
===Remastered version===<br />
The remastered M4A1 has the fire select actually on full-auto, the pistol grip is now a properly modelled A2, the castle nut is now tan and the receiver end plate is now standard and the right side of the rifle is no longer a low resolution mirror of the left, but is properly textured. Some M4A1s issued and used in levels feature the laser-designating function sport AN/PEQ-2 IR designators from ''Modern Warfare Remastered.'' The empty reload also shows the operator smacking the bolt release tab rather than thumbing it as with the original game.<br />
<br />
The STANAG magazines found in the webbing of some characters are once again modeled after airsoft magazines.<br />
[[File:MW2R M4A1 (1).jpg|thumb|none|600px|Retrieving the M4A1 of the table in the opening training segment. For some reason the KAC vertical grip is attached to an additional piece of picatinny rails which is on top of the already existing one.]]<br />
[[File:MW2R M4A1 (2).jpg|thumb|none|600px|The M4A1 on the training range.]]<br />
[[File:MW2R M4A1 (3).jpg|thumb|none|600px|Following Sgt. Foley's wisdom, Allen aims down his sights on a target.]]<br />
[[File:MW2R M4A1 (4).jpg|thumb|none|600px|Loading the M4 with a thirty-round STANAG.]]<br />
[[File:MW2R M4A1 (5).jpg|thumb|none|600px|Clapping the bolt release in a manner similar to the SCAR-H.]]<br />
[[File:MW2R M4A1 (6).jpg|thumb|none|600px|Getting a full view of the M4A1. The lower receiver lacks an auto-sear pin.]]<br />
<br />
==Colt M16A4==<br />
The [[M16A4]] appears in the game as a burst-firing assault rifle. In singleplayer, it is seen in the hands of the U.S. Army Rangers and Task Force 141. Like the M4A1, many of these have M203 grenade launchers. It is equipped with the IMI Defense MRS-M handguard which is depicted with slightly misplaced and fewer vent holes.<br />
<br />
Just like in ''[[Call of Duty 4: Modern Warfare]]'', when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action.<br />
[[File:M16A4withANPEQ%26ACOG.jpg|thumb|none|500px|M16A4 Modular Weapon System - 5.56x45mm NATO]]<br />
[[File:Mw2M16.jpg|thumb|none|600px|The M16A4 in the create-a-class menu.]]<br />
[[File:MW2 M16A4 (1).jpg|thumb|none|600px|Holding the M16A4. Note the rail covers and the Picatinny rail inside the carrying handle; said rail is never used, as the handle is always removed and replaced with a long piece of rail when other sights are mounted. The rear sight on the handle itself is enlarged to clear said rail.]]<br />
[[File:MW2 M16A4 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 M16A4 (3).jpg|thumb|none|600px|Reloading the M16A4. Not only the fire selector is incorrectly set to semi-auto, but also it has Safe/Semi/Auto markings (like an M16A3) rather than the appropriate Safe/Semi/Burst.]]<br />
[[File:MW2 M16A4 (4).jpg|thumb|none|600px|Pressing the bolt release, while watching the tiny stub of a sling attached to the front sling swivel flop around uselessly as the rifle moves.]]<br />
[[File:MW2 M16A4 (5).jpg|thumb|none|600px|The rifle's right side is rather worryingly absent in first-person.]]<br />
[[File:382.png|thumb|none|600px|A US Army Ranger fires his M16A4 fitted with ACOG. Note that the front sight is removed, and that the right side is just a mirror of the left.]]<br />
<br />
===Remastered version===<br />
The remastered M16A4 reuses the same reload animations from the ''Call of Duty 4: Modern Warfare'' version instead of sharing animations with the M4A1, as is the case in the original ''MW2''. It has proper Safe/Semi/Burst selector markings, but the barrel incorrectly has an M203 groove, like in ''[[Call of Duty: Modern Warfare Remastered]]''. Like the M4A1 in the remaster, the right side of the rifle is no longer a low resolution mirror of the left but properly modeled. The front sight also disappears completely when optics are attached, as in the original game.<br />
[[File:MW2R M16A4 (1).jpg|thumb|none|600px|Drawing a M16A4/M203 combo; the user racks the weapon's charging handle.]]<br />
[[File:MW2R M16A4 (2).jpg|thumb|none|600px|Holding the M16A4.]]<br />
[[File:MW2R M16A4 (3).jpg|thumb|none|600px|Aiming down the iron sights. The rear aperture is ridiculously tall, defeating the purpose of the carry handle's wings, which are meant to protect the aperture from damage.]]<br />
[[File:MW2R M16A4 (4).jpg|thumb|none|600px|Loading a new magazine.]]<br />
[[File:MW2R M16A4 (5).jpg|thumb|none|600px|Giving the bolt release a press.]]<br />
[[File:MW2R M16A4 (6).jpg|thumb|none|600px|Looking at the right side of the M16 with an M203. Due to the right sight being properly modeled, the rifle now gets a proper forward assist, brass deflector, ejection port and magazine release button.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] fitted with top rail is seen in the game. It only fires in 3-round bursts, and incorrectly holds 30 rounds in a 25-round FAMAS magazine. In singleplayer, it is mostly used by the Russian military and Russian Ultranationalists. Some FAMASes with a unique "White Tape Camo" can occasionally be found in singleplayer.<br />
[[File:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:MW2 FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS with its default Troy Battle Sights iron sights. Note that the Troy Battle Sights are mounted backwards.]]<br />
[[File:MW2 FAMAS (2).jpg|thumb|none|600px|Aiming down through the sights, mounted on top of rails mounted on top of the carrying handle.]]<br />
[[File:MW2 FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS; note the trigger discipline.]]<br />
[[File:MW2 FAMAS (4).jpg|thumb|none|600px|Charging the weapon.]]<br />
[[File:MW2-FAMAS tape camo.jpg|thumb|none|600px|Roach holds a FAMAS F1 with the white tape camo during "The Gulag", which is apparently used as improvised arctic camouflage.]]<br />
[[File:MW2FamasF1.jpg|thumb|none|600px|A Russian Ultranationalist holds a FAMAS with White Tape Camo.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R FAMAS (1).jpg|thumb|none|600px|The FAMAS F1 gains a new draw animation where Roach chambers the rifle with his right hand.]]<br />
[[File:MW2R FAMAS (2).jpg|thumb|none|600px|Holding the taped FAMAS. Being taped up is rather appropriate for a rifle which hasn't had so much as a spare part produced for over 20 years.]]<br />
[[File:MW2R FAMAS (3).jpg|thumb|none|600px|Aiming with the still backwards Troy sights.]]<br />
[[File:MW2R FAMAS (4).jpg|thumb|none|600px|Loading a fresh magazine. Ironically, the remaster lacks trigger discipline on this weapon, even though the original game did have it.]]<br />
[[File:MW2R FAMAS (5).jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[File:MW2R FAMAS (6).jpg|thumb|none|600px|The FAMAS's right side.]]<br />
<br />
==FN F2000 Tactical==<br />
The [[FN F2000 Tactical]] appears in singleplayer and multiplayer. In singleplayer, the F2000 is used by the Ultranationalists (another questionable choice, being Belgian in origin), commonly with thermal sights. The F2000 can incorrectly mount the [[M203]] grenade launcher instead of the [[FN GL-1]].<br />
<br />
Despite being an assault rifle, it behaves more like an SMG: it has a very high rate of fire (chewing through its 30 round magazine in less than three seconds), substantial recoil, and very low damage without Stopping Power. Its unpredictable recoil and low damage makes it weak at medium to long ranges, but its rate of fire allows it to excel in close quarters.<br />
<br />
Its Create-A Class image shows the removable forearm pushed back where the trigger guard would be.<br />
[[File:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]<br />
[[File:MW2 F2000 (1).jpg|thumb|none|600px|Holding the F2000 Tactical.]]<br />
[[File:MW2 F2000 (2).jpg|thumb|none|600px|Aiming down the iron sights. These are folded down once other sights are attached.]]<br />
[[File:MW2 F2000 (3).jpg|thumb|none|600px|Reloading the F2000 Tactical. Note how the FN logo is rotated 90 degrees.]]<br />
[[File:MW2 F2000slam.jpg|thumb|none|600px|During an empty reload, the player character hits the takedown button after replacing the magazine, which apparently chambers a round instead of causing the rifle to come apart; the F2000's charging handle must be pulled to chamber a fresh round since the weapon does not have a bolt release.]]<br />
<br />
===Remastered version===<br />
The charging handle is correctly used during empty reloads in the remastered version.<br />
[[File:MW2R F2000 (5).jpg|thumb|none|600px|The remastered F2000 Tactical.]]<br />
[[File:MW2R F2000 (6).jpg|thumb|none|600px|Using the iron sights.]]<br />
[[File:MW2R F2000 (7).jpg|thumb|none|600px|Removing a STANAG mag.]]<br />
[[File:MW2R F2000 (8).jpg|thumb|none|600px|Loading in a new one.]]<br />
[[File:MW2R F2000 (9).jpg|thumb|none|600px|The F2000's right side.]]<br />
<br />
==FN F2000==<br />
The F2000 Tactical has a unique Red Dot Sight attachment model based on the 1.6x scope of the original [[FN F2000]], but it differs from the real F2000 scope in that it is mounted on top of the F2000 Tactical's raised Picatinny rails, and leaves the rails exposed on the sides; the original F2000 had a lower, shorter rail for mounting the scope that is completely hidden by the scope shroud. As such, the resultant in-game model of the F2000 Tactical with the pseudo-F2000-scope is a shoddy approximation of the original scoped F2000, and has many differences in detail. <br />
<br />
As mentioned, the pseudo-F2000-scope is also incorrectly portrayed as a red dot sight rather than a conventional scope. Strangely, the EMP has no effect on the sight. (For extra trivia, the EMP does disable ACOGs, but this is incorrect because the ACOG scope doesn't uses any batteries and should still function despite an EMP)<br />
<br />
The original F2000 is also the weapon shown on the F2000's kill icon.<br />
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]<br />
[[File:MW2 F2000 (4).jpg|thumb|none|600px|The F2000 in multiplayer.]]<br />
[[File:MW2 F2000 (5).jpg|thumb|none|600px|Aiming through the F2000's scope.]]<br />
<br />
===Remastered version===<br />
The remastered original F2000 scope is modeled properly, and uses the correct reticle instead of a red dot.<br />
[[File:MW2R F2000 (1).jpg|thumb|none|600px|The classic style F2000 taken from a FSB officer on the airport tarmac.]]<br />
[[File:MW2R F2000 (2).jpg|thumb|none|600px|Aiming with the correct style of scope reticle.]]<br />
[[File:MW2R F2000 (3).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW2R F2000 (4).jpg|thumb|none|600px|Charging the F2000.]]<br />
<br />
==FN FAL==<br />
The [[FN FAL]] appears in the game, equipped with a receiver mounted A.R.M.S #18 M21/14. It has the ribbed metal handguard from StG 58, a ramp rear sight from FAL, and the charging handle and 30-round magazines from [[DSA SA58 OSW|DSArms SA58 FAL rifles]]. The stock is a hybrid between the standard stock and the humped stock. The weapon is locked to semi-auto. Its charging handle is incorrectly animated to reciprocate when firing.<br />
<br />
In singleplayer, it is commonly used by the Brazilian Militia, and sometimes by the Middle Eastern OpFor and the Russian military. It is usually equipped with either a KAC Masterkey or an ACOG scope in singleplayer. In Multiplayer, the 30-round magazines hold only 20 rounds by default, and only go up to 30 with the Extended Mags attachment.<br />
<br />
[[File:FN FAL 50 00.jpg|none|thumb|500px|FN FAL - 7.62x51mm NATO.]]<br />
[[File:FN-LAR.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the handguard and sights.]]<br />
[[File:DSA-SA-58-OSW.jpg|none|thumb|400px|DSArms SA58 OSW Carbine - 7.62x51mm NATO. Image used to show the charging handle and 30-round magazine.]]<br />
[[File:MW2 FAL (1).jpg|thumb|none|600px|The FAL in first person.]]<br />
[[File:MW2 FAL (2).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 FAL (3).jpg|thumb|none|600px|The "speed reload" technique is utilized when reloading, where the player character presses the magazine release paddle with a fresh magazine and chops away the old magazine. Note that there are still rounds in the old magazine.]]<br />
[[File:MW2 FAL (4).jpg|thumb|none|600px|After loading in a new magazine, the player character racks the charging handle with his pinky for extra style.]]<br />
[[File:MW2 FAL (5).jpg|thumb|none|600px|Spinning left reveals the right side to be completely flat, with a shadow of the scope mount textured over where the ejection port should be. The right side magwell is also missing.]]<br />
<br />
===Remastered version===<br />
The FAL returns largely unchanged in ''Modern Warfare 2 Campaign Remastered'' although it only holds 20 shots in the 30-round magazines, as in the original game's multiplayer. The charging handle also no longer reciprocates when firing.<br />
[[File:MW2R FAL (1).jpg|thumb|none|600px|Roach wields a FAL in the favela.]]<br />
[[File:MW2R FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW2R FAL (3).jpg|thumb|none|600px|Inserting the fresh magazine - the spent one can be seen falling out.]]<br />
[[File:MW2R FAL (4).jpg|thumb|none|600px|Charging the FAL.]]<br />
[[File:MW2R FAL (5).jpg|thumb|none|600px|Inspecting the FAL's magazine shows it only ever loaded with three rounds.]]<br />
[[File:MW2R FAL (6).jpg|thumb|none|600px|Roach then turns the rifle over and checks the chamber.]]<br />
<br />
==FN SCAR-H CQC==<br />
The [[SCAR-H]] appears in ''Modern Warfare 2'' as a high-damage, low rate of fire assault rifle. The in-game model is an older 2nd generation model, with the straight cheek rest on the stock. Its rear sights is chopped down, and the iron sights have Infinity Ward trademarks (like the Vector and some other weapons). It is also mounted backwards. In multiplayer, it correctly holds 20 rounds per magazine, while in singleplayer it holds 30; it can be assumed that, similar to the FN FAL, all SCAR-H's in singleplayer are equipped with the "Extended Magazines" attachment.<br />
<br />
In singleplayer, it is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. A unique variant with a vertical foregrip can be found in the singleplayer level "S.S.D.D." and the Spec Ops mission "The Pit". In multiplayer, its kill icon in the killfeed is also shown with a vertical foregrip, despite said attachment being unavailable for the SCAR in multiplayer.<br />
[[File:SCAR-H CQC.jpg|thumb|none|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]<br />
[[File:MW2 SCAR-H (1).jpg|thumb|none|600px|The draw animation of the SCAR-H, which involves a sideways pull of the bolt handle.]]<br />
[[File:MW2 SCAR-H (2).jpg|thumb|none|600px|Holding the SCAR-H. Note the backwards mounted rear sight.]]<br />
[[File:MW2 SCAR-H (3).jpg|thumb|none|600px|Aiming the SCAR-H at some faux Saddam Hussein statue.]]<br />
[[File:MW2 SCAR-H (4).jpg|thumb|none|600px|Reloading the SCAR-H. Note the gray colored magazine.]]<br />
[[File:MW2 SCAR-H (5).jpg|thumb|none|600px|Hitting the bolt release as a part of the empty reload. Of note is that the bolt is already forwards before the reload even starts; the SCAR's bolt is designed to lock back in real life upon firing the last round, which doesn't happen in-game.]]<br />
[[File:MW2 SCAR-H (6).jpg|thumb|none|600px|Drawing a SCAR-H equipped with a Heartbeat Sensor.]]<br />
[[File:MW2 SCAR-H (7).jpg|thumb|none|600px|With the Heartbeat Sensor attached, the bolt release is covered by the RIS rail, so the player character presses the ''mag release'' instead to chamber the weapon, pretending that nobody would notice.]]<br />
[[File:MW2 SCAR-H (8).jpg|thumb|none|600px|The foregrip-equipped SCAR in "The Pit". Note the fire selector erroneously set to semi-auto.]]<br />
[[File:MW2 screen 26-12557342731.jpg|600px|thumb|none|Shadow Company commando armed with an FN SCAR-H, fitted with an ACOG sight. Note the forward folding front sight.]]<br />
[[File:MW2-SCAR thermal.jpg|thumb|none|600px|A SCAR-H CQC with thermal sight at the Shadow Company hideout. Note the straight cheek rest of the 2nd generation model.]]<br />
[[File:MW2 SCARrender.jpg|thumb|none|600px|A wall of scans showing off the US Army's indomitable arsenal of pump shotguns slung under SCAR-Hs.]]<br />
<br />
===Remastered version===<br />
The SCAR-H is now modeled after the third generation production model. The 30-round capacity from the original singleplayer has been decreased to the more common 20-rounder in ''Modern Warfare 2 Campaign Remastered''. Additionally, the bolt correctly locks to the rear when a magazine is emptied, and the fire selector is correctly set to full-auto. The rear sight is no longer backwards, but it is mounted much further forwards in order to retain the same placement for the rear post.<br />
<br />
There is a small bug with the SCAR-H fitted with the KAC Masterkey attachment: when the shotgun is emptied and is about to be reloaded, the SCAR-H's bolt briefly locks back then instantly returns forward.<br />
[[File:MW2R SCAR-H (1).jpg|thumb|none|600px|The foregrip-equipped FN SCAR-H inside the Pit.]]<br />
[[File:MW2R SCAR-H (2).jpg|thumb|none|600px|Aiming the SCAR.]]<br />
[[File:MW2R SCAR-H (3).jpg|thumb|none|600px|Reloading; note the fully locked back bolt and different style of rear sling mount compared to the original 2nd gen model. Pvt.Allen apparently forgot about the concept of trigger discipline between the original game and the remastered.]]<br />
[[File:MW2R SCAR-H (4).jpg|thumb|none|600px|Palming the bolt release.]]<br />
[[File:MW2R SCAR-H (5).jpg|thumb|none|600px|Inspecting a completely empty SCAR-H reveals the magazine is always modeled with cartridges in it regardless.]]<br />
<br />
==IMI Tavor TAR-21==<br />
The [[IMI Tavor TAR-21]] appears in both singleplayer and multiplayer. In singleplayer, the TAR-21 is used by Russian soldiers and Task Force 141, almost always used with kind of optical sight or scope. Its kill icon always shows it with a Holographic Sight (an EOTech holographic sight).<br />
[[File:Tavor-tar.jpg|thumb|none|500px|IMI Tavor TAR-21 - 5.56x45mm NATO]]<br />
[[File:MW2 TAR21 (1).jpg|thumb|none|600px|Drawing the TAR-21 involves giving the charging handle a quick pull. Note character's palm is facing upwards, different from the empty reload.]]<br />
[[File:MW2 TAR21 (2).jpg|thumb|none|600px|Holding the TAR-21.]]<br />
[[File:MW2 TAR21 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 TAR21 (4).jpg|thumb|none|600px|Reloading the Tavor.]]<br />
[[File:MW2 TAR21 (5).jpg|thumb|none|600px|Pulling the bolt to chamber the weapon.]]<br />
[[File:MW2-TAR21 mars.jpg|thumb|none|600px|The TAR-21 equipped with a MARS sight; in multiplayer, the Red Dot Sight is replaced by the MARS sight, while in singleplayer, TAR-21s with MARS sights appear alongside TAR-21s with standard red dot sights.]]<br />
[[File:Mw2tar21stupid.jpg|thumb|none|600px|The in-game worldmodel of a Tavor with an M203, which looks as if the M203 is more or less superglued to the Tavor. In reality, only the GTAR-21 variant of the TAR-21 can accept the M203.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R TAR-21 (1).jpg|thumb|none|600px|A MARS-sighted TAR-21 inside the Burger Town kitchen.]]<br />
[[File:MW2R TAR-21 (2).jpg|thumb|none|600px|Looking through the MARS sight.]]<br />
[[File:MW2R TAR-21 (3).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW2R TAR-21 (4).jpg|thumb|none|600px|Charging the TAR, this is the same animation when equipping it.]]<br />
<br />
==Mk 14 Mod 1 EBR==<br />
The [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 1 EBR]] appears in the game, almost always with a scope attached. In singleplayer, it appears as the standard weapon for Task Force 141 snipers, and is referred to as the "M14 EBR", the US Army designation. This seems to be the weapon of choice for Captain MacTavish.<br />
<br />
It is the last sniper rifle to be unlocked in multiplayer, where it is listed incorrectly as an "M21 EBR", likely to remind players of the actual [[M21]] in ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]''.<br />
<br />
An unscoped Mk 14 Mod 1 EBR can be found in the Spec-Ops mission "Breach & Clear", though it still has the exact same zoom level as when equipped with an ACOG. It is the only time the player gets to use it with iron sights.<br />
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, vertical foregrip, and bipod - 7.62x51mm NATO]]<br />
[[File:MW2 M14EBR (1).jpg|thumb|none|600px|The Mk 14 EBR in first-person view.]]<br />
[[File:MW2 M14EBR (2).jpg|thumb|none|600px|Reloading the Mk 14 EBR.]]<br />
[[File:MW2 M14EBR (3).jpg|thumb|none|600px|Charging the weapon.]]<br />
[[File:MW2 M14EBR (4).jpg|thumb|none|600px|The iron-sighted EBR in "Breach & Clear".]]<br />
[[File:MW2 M14EBR (5).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW2McTavishRifle.png|thumb|none|600px|Soap with the Mk 14 EBR with a suppressor on his back.]]<br />
[[File:Pc_wallpaper_04_1024x768.png|thumb|none|600px|Soap with the Mk 14 EBR. Note the Magpul CTR stock.]]<br />
<br />
===Remastered version===<br />
In the remastered version, the bolt now locks back at the start of an empty reload.<br />
[[File:MW2R M14EBR (1).jpg|thumb|none|600px|Captain MacTavish hands Roach the EBR at the end of "The Only Easy Day.. Was Yesterday". The magazine is mispositioned in this sequence.]]<br />
[[File:MW2R M14EBR0.jpg|thumb|none|600px|Roach draws the rifle at the start of "The Gulag". Note the animation is virtually the same as the dry reload, minus the bolt position starting all the way forward. The bolt also does not rotate as it does in reality, even though the previous remaster got this detail correct.]]<br />
[[File:MW2R M14EBR1.jpg|thumb|none|600px|Holding the rife while Soap fires on Russian soldiers below.]]<br />
[[File:MW2R M14EBR2.jpg|thumb|none|600px|Examining the rifle.]]<br />
[[File:MW2R M14EBR3.jpg|thumb|none|600px|Aiming.]]<br />
[[File:MW2R M14EBR4.jpg|thumb|none|600px|Inserting a new magazine. Note that, much like the SVD's reload, the player character will toss the mag away regardless of if it still has bullets in it. Also, the magazine seems to be modeled almost empty much like other weapons.]]<br />
[[File:MW2R M14EBR5.jpg|thumb|none|600px|Releasing the bolt while getting buzzed by an F-15 Eagle.]]<br />
[[File:MW2RToadArcher.jpg|thumb|none|600px|TF-141 snipers Archer and Toad with M14 EBR rifles in the mission "Loose Ends".]]<br />
<br />
==Magpul Masada==<br />
The [[Magpul Masada]] appears in the game under the name "ACR", actually the name of its successors manufactured by Bushmaster and Remington. It is a Gen 2 Masada, characterized by its forward-mounted and ambidextrous charging handle. The handle itself is the early version which was seen at the 2007 SHOT Show and can be found on A&K airsoft versions. The front sight is loosely based on the Masada's front sight, while the rear sight appears to be loosely based on the Magpul MBUS. The rifle also has a Masada handguard with rails attached on the sides and a 10.5" barrel, and uses 30-round Magpul PMags.<br />
<br />
In singleplayer, the Masada is commonly used by Task Force 141 and Shadow Company. It first appears in "Cliffhanger", where it is equipped with a suppressor, reflex sight (with more zoom than a normal reflex sight), heartbeat monitor, and a unique arctic camouflage not found on any other weapon and not available in multiplayer. Masadas with [[M203]] grenade launchers can be found in "Takedown" and "Loose Ends", the former having an ACOG scope, and the latter having a holographic sight (which has the zoom level of an ACOG, for some reason). A Masada with the same attachments as the one in "Cliffhanger" but with a unique matte black finish is found in "Just Like Old Times". It has very low recoil even in full automatic, making it a versatile all-range weapon.<br />
[[File:Airsoft Masada Gen 2 (black).jpg|thumb|none|500px|'''Airsoft''' Gen 2 Magpul Masada - (fake) 5.56x45mm NATO]]<br />
[[File:MW2 ACR (1).jpg|thumb|none|600px|Drawing the "ACR". Note how the handguard pin sticks out as if the handguard is being disassembled.]]<br />
[[File:MW2 ACR (2).jpg|thumb|none|600px|Holding the Masada.]]<br />
[[File:MW2 ACR (3).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 ACR (4).jpg|thumb|none|600px|Reloading the rifle with a Magpul PMAG. Note the incorrect HK-style fire selector markings placed on the wrong side of the switch. The selector is also set to the safety position of a real Masada.]]<br />
[[File:MW2 ACR (5).jpg|thumb|none|600px|Chambering the Masada by pulling on the charging handle with the right hand; it would be more efficient to simply press the bolt catch release button that is right next to the trigger housing, or at least simply cock it from the left side without having to switch hands, due to the ambidextrous charging handle.]]<br />
[[File:MW2AR2.png|thumb|none|600px|The unique snow camo Masada used by Roach in the mission "Cliffhanger". For some reason it also gets a unique ammo pool which maxes out at 840 instead of 630, despite it being impossible to get more ammo for it in this mission.]]<br />
[[File:MW2-ACR Unique.jpg|thumb|none|600px|The unique matte black Masada. Prior to the "primary gunfighter" perk of ''[[Call of Duty: Black Ops 2|Black Ops 2]]'', it was impossible to create such a weapon in any of the games' multiplayer, and weapons with three attachments were almost always restricted to being starting weapons in the campaign. Some of these campaign-only weapon configurations also have special boosts: these black Masadas in "Just Like Old Times", for example, have a maximum ammo count of 1,260 instead of 630.]]<br />
[[File:MW2-ACR Ghost.jpg|thumb|none|600px|Ghost threatens to kill a shed with his Masada unless the Russians allow Price to cause an absolutely baffling plot twist.]]<br />
<br />
===Remington ACR (remastered version)===<br />
The prototype Masada from the original has been replaced with a proper [[Remington ACR]] in the remaster. It retains the same pseudo-Masada front sight and pseudo-Magpul rear MBUS complete with the inappropriately sticking out handguard pin, though this time around it has a right side mounted non-ambidextrous charging handle which is modeled after the production version of the ACR handle. A modelling goof leaves the magazines sticking much further out of the magwell than they should.<br />
[[File:Remington ACR.jpg|thumb|none|500px|Remington ACR with 16.5" barrel, Magpul PMAG, 5-sided handguard, and suppressor - 5.56x45mm NATO]]<br />
[[File:MW2R ACR (1).jpg|thumb|none|600px|Equipping the ACR in the remaster results in a dramatic chambering of the rifle.]]<br />
[[File:MW2R ACR (2).jpg|thumb|none|600px|The vanilla ACR inside the museum.]]<br />
[[File:MW2R ACR (3).jpg|thumb|none|600px|Using the ACR's sights.]]<br />
[[File:MW2R ACR (4).jpg|thumb|none|600px|Reloading. Note how it appears as though there's only two bullets loaded in the magazine.]]<br />
[[File:MW2R ACR (5).jpg|thumb|none|600px|Strong-arming the charging handle.]]<br />
[[File:MW2R ACR (6).jpg|thumb|none|600px|Inspecting reveals the ''severely'' mispositioned magazine; for reference, the light strip near the center of the image is the magazine catch, which is supposed to interface with the magazine's locking notch (the small rectangle near the top of the magazine).]]<br />
[[File:MW2R SCACR 1.jpg|thumb|none|600px|A Shadow Company soldier with an ACR.]]<br />
[[File:MW2R SCACR 2.jpg|thumb|none|600px|Reloading. Note that when reloading for most weapons NPCs will actually physically remove magazines, pull new ones out and hit bolt releases or charge the weapons. This is something which had existed in the original but was not this detailed. Also note the wide field of view distorting the image and elongating the front of the rifle to look almost 20 inches.]]<br />
<br />
==Steyr AUG A2==<br />
In the single-player campaign, the "AUG HBAR" takes the appearance of a [[Steyr AUG A2]], mostly evidenced by the 20" barrel, whereas in multiplayer it is actually modeled after an AUG HBAR-T. It has a 30-round magazine and is equipped with either a rail-mounted version of the Swarovski AUG A1 scope or a Red Dot Sight. It is used mainly by Russian Ultranationalists. In real life, the Steyr AUG (A1) was used by VDV and by FSB Spetsnaz units (now out of service).<br />
<br />
In multiplayer, the AUG A2 appears as the kill icon for the AUG HBAR, implying that like the L85, it was supposed to appear in multiplayer as an assault rifle before being reworked into the AUG HBAR as an LMG in multiplayer.<br />
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm NATO]]<br />
[[File:MW2 AUG A2 (1).jpg|thumb|none|600px|The AUG A2 with the A1 scope, which is rather impractically high. This rail-mounted Swarovski scope also does not exist in reality; real AUG A1 scopes are integrated into the receiver.]]<br />
[[File:MW2 AUG A2 (2).jpg|thumb|none|600px|View down the typical ''Modern Warfare'' series scope reticle.]]<br />
[[File:MW2 AUG A2 (3).jpg|thumb|none|600px|The AUG with a red dot mounted. Although not visible unless aiming, the front sight from the multiplayer version is also present.]]<br />
[[File:MW2-AUG Reload.jpg|thumb|none|600px|Reloading the AUG A2.]]<br />
[[File:MW2AUGA1.jpg|thumb|none|600px|A Russian Ultranationalist shoving his AUG's scope into his goggles.]]<br />
[[File:MW2-AUG Cpt Price.jpg|thumb|none|600px|On the plus side, he does understand how to use the foregrip; Captain Price, on the other hand, is still figuring things out.]]<br />
<br />
===Remastered version===<br />
The AUG A2 still appears under the "AUG HBAR" moniker in ''Modern Warfare 2 Campaign Remastered.'' The remastered AUG is a hybrid, with most of the features of an A2, but the bolt release of an A3; this hybridization can be increased further with the addition of the A1's Swarovski scope, which is now correctly depicted as an integral part of the receiver instead of a rail-mounted attachment. It also has a winter camo finish in the snow missions, unlike the original game.<br />
<br />
As there is no multiplayer for the remaster, the actual LMG variant cannot be found.<br />
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - 5.56x45mm NATO]]<br />
[[File:SteyrAUGA3.jpg|thumb|none|500px|Steyr AUG A3 - 5.56x45mm NATO]]<br />
[[File:MW2R AUG (1).jpg|thumb|none|600px|The AUG with its classic scope on "Loose Ends". The unused back-up iron sights on top of the Swarovski scope are centered, but are actually supposed be offset to the right side.]]<br />
[[File:MW2R AUG (2).jpg|thumb|none|600px|Aiming also reveals the correct reticle.]]<br />
[[File:MW2R AUG (3).jpg|thumb|none|600px|Reloading the Steyr.]]<br />
[[File:MW2R AUG (4).jpg|thumb|none|600px|Working the charging handle.]]<br />
[[File:MW2R AUG (5).jpg|thumb|none|600px|Inspecting a reflex sight-equipped AUG A2. Note the incredibly narrowly-spaced rail segments attached to the rifle, as well as the inexplicable A3 bolt release.]]<br />
<br />
=Sniper Rifles=<br />
==Cheyenne Tactical M200 Intervention==<br />
In what might be the most infamous depiction of a somewhat obscure sniper rifle in any media ever, the [[Cheyenne Tactical M-200 Intervention|Cheyenne Tactical M200 Intervention]] appears in ''Modern Warfare 2'' as a usable sniper rifle. The rifle, known as simply "Intervention" in-game, is the only usable bolt-action sniper rifle in the game. It has an unusable AN/PEQ-2 laser unit mounted on the Picatinny rail just forward of the scope, which disappears when an ACOG Scope is used.<br />
<br />
In singleplayer, it is used by US Army Rangers on several occasions, and is Soap and Captain Price's primary weapon in "Just Like Old Times", the second to final mission. The intro of that mission describes the CheyTac as an anti-materiel rifle; while the real weapon is effective in that role against some types of armor, it is mainly used as an anti-personnel system. In multiplayer, while its magazine size is a mere 5 rounds, the Intervention deals incredibly high damage, making it a deadly sight in multiplayer.<br />
<br />
The depiction of the Intervention within ''Modern Warfare 2'' propelled the weapon into relative infamy; while the weapon itself was never deemed as "overpowered", a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of Call of Duty generally being enjoyed by loud, skill-lacking, faux-MLG "tryhards") has made the Intervention a staple of "montage parodies", along with the infamous acts of "no-scoping" and "quick-scoping". The popularity of the weapon has allowed the Intervention to return in three other games in the franchise: ''[[Call of Duty Online]]'' (as the "CheyTacM200"), ''[[Call of Duty: Infinite Warfare]]'' (as the "TF-141"), and ''[[Call of Duty 4: Modern Warfare|Call of Duty: Modern Warfare Remastered]]'' (as the "S-Tac Aggressor").<br />
[[File:M200.jpg|thumb|none|550px|CheyTac M200 - .408 CheyTac]]<br />
[[File:MW2 M200 (1).jpg|thumb|none|600px|The Intervention in first-person view. For whatever reason, the player character always seems to rest his off-hand around where the magazine is, rather than the handguard. The non-shooting hand being so close to the shooting hand would make it hard to keep the rifle steady in reality.]]<br />
[[File:MW2 M200 (2).jpg|thumb|none|600px|Pulling the bolt.]]<br />
[[File:MW2 M200 (3).jpg|thumb|none|600px|Replacing the magazine.]]<br />
[[File:MW2 M200 (4).jpg|thumb|none|600px|The flat right side of the M200. Note that the PEQ box lacks a right side as well.]]<br />
[[File:MW2-M200 Cpt Price.jpg|thumb|none|600px|Captain Price holds his suppressed Intervention in "Just Like Old Times".]]<br />
<br />
===Remastered version===<br />
The ''MW2R'' CheyTac M200 seems to be a more detailed version from ''[[Call of Duty: Infinite Warfare]]'', and has similar initial draw/inspect animations.<br />
[[File:MW2R M200 (1).jpg|thumb|none|600px|Ramirez holds the Intervention. Note how it is held in a far more conventional manner now, with the left hand on the handguard, like MWR's "S-Tac Aggressor".]]<br />
[[File:MW2R M200 (2).jpg|thumb|none|600px|Ramirez aims down the scope of the sniper rifle, and sees an old friend: "scope_overlay_m40a3".]]<br />
[[File:MW2R M200 (3).jpg|thumb|none|600px|Operating the bolt of the Intervention. Hitmarker memes sold separately.]]<br />
[[File:MW2R M200 (4).jpg|thumb|none|600px|"Ramirez, reload your weapon!"]]<br />
[[File:MW2R M200 (5).jpg|thumb|none|600px|Inspecting the CheyTac results in a cool brass-check, similar to the M40A3 in the previous remaster.]]<br />
<br />
==Barrett M82A1==<br />
The [[Barrett M82A1]] appears as "Barrett .50cal" in the game. It has a shortened barrel, though it is not as short as the M82CQ. It has a Mr. Yuk sticker on the scope cover. The weapon is incorrectly depicted with ejection port openings on both sides of the receiver.<br />
<br />
In singleplayer, during the level "Of Their Own Accord", an emplaced M82A1 with variable-zoom thermal sight is used by Russian snipers covering the Mall (the stretch from the Lincoln Memorial to the Washington Monument to the Capital) and is temporarily commandeered by Ramirez and his squad to take out enemy soldiers firing on evac helicopters with Javelins.<br />
<br />
In multiplayer, it is the default sniper rifle. Oddly, it has worse overall stats than the "M21 EBR" or the WA2000. Amusingly, the weapon can be fired nearly as quickly as the trigger can be tapped, with surprisingly little recoil for dumping 10 .50 BMG rounds in ''under a second''.<br />
[[File:m82a1.jpg|thumb|none|550px|Barrett M82A1 - .50 BMG]]<br />
[[File:MW2-M82-2.jpg|thumb|none|600px|The Create-A-Class icon of the Barrett shows a good view of the shortened barrel.]]<br />
[[File:MW2 M82 (1).jpg|thumb|none|600px|Holding the M82.]]<br />
[[File:MW2 M82 (2).jpg|thumb|none|600px|Reloading the M82A1. Note odd safety switch on the magazine well, because you can never have too many safeties.]]<br />
[[File:MW2 M82 (3).jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[File:MW2 M82 (4).jpg|thumb|none|600px|View of the Barrett's other side (finally, some complete modeling).]]<br />
[[File:MW2-M82-3.jpg|thumb|none|600px|The mounted Barrett in "Of Their Own Accord". Even though it is equipped with a standard scope, it has a thermal sight. This particular Barrett is also equipped with proprietary levitation technology, allowing it to hover above the ground while being attached to a ledge.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R M82A1 (1).jpg|thumb|none|600px|Roach picks up an M82A1, and chambers the weapon.]]<br />
[[File:MW2R M82A1 2.jpg|thumb|none|600px|Roach holds the M82A1. Mr. Yuk is still there on the scope cover.]]<br />
[[File:MW2R M82A1 (3).jpg|thumb|none|600px|Aiming down the scope.]]<br />
[[File:MW2R M82A1 (4).jpg|thumb|none|600px|Reloading; Roach throws away the old magazine like it's a piece of trash. Note that the extra safety switch is no longer present.]]<br />
[[File:MW2R M82A1 (5).jpg|thumb|none|600px|Inserting a fresh magazine. Although not pictured, the firing animation of the M82A1 shows the barrel correctly reciprocating rearwards.]]<br />
[[File:MW2R M82A1 (6).jpg|thumb|none|600px|Ramirez mans the emplaced M82A1 in "Of Their Own Accord". This time it has an actual thermal scope fitted, as well.]]<br />
<br />
==Walther WA 2000==<br />
The rare [[Walther WA 2000]] is found in the game. In singleplayer, it is used by Russian snipers in "Loose Ends" and by Shadow Company troops in the level "Enemy of My Enemy", highly inaccurate for both given the WA2000's limited production run. While it holds only 6 rounds, it is very accurate and has low recoil.<br />
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Winchester Magnum]]<br />
[[File:MW2 WA2000 (1).jpg|thumb|none|600px|The draw animation involves flipping open the scope cover. Note the Mr. Yuk sticker on the scope cover, just like the Barrett.]]<br />
[[File:MW2 WA2000 (2).jpg|thumb|none|600px|Holding the WA 2000. Note the rather large piece of rail the scope is mounted on.]]<br />
[[File:MW2 WA2000 (3).jpg|thumb|none|600px|Reloading the WA 2000.]]<br />
[[File:MW2 WA2000 (4).jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[File:MW2-WA2000-2.jpg|thumb|none|600px|A Inner Circle sniper with a WA 2000 sniper rifle, as seen in the Museum bonus level.]]<br />
<br />
===Remastered version===<br />
The remaster features an even more detailed WA 2000, found in same singeplayer missions. It still holds 10 rounds in the magazine.<br />
[[File:MW2R WA2000 (1).jpg|thumb|none|600px|Equipping the Walther - in addition to opening up Mr. Yuk, the rifle is also charged.]]<br />
[[File:MW2R WA2000 (2).jpg|thumb|none|600px|Taking in the scenery around Makarov's safehouse with the WA 2000.]]<br />
[[File:MW2R WA2000 (3).jpg|thumb|none|600px|Aiming through the scope, the same one shared with the M82A1.]]<br />
[[File:MW2R WA2000 (4).jpg|thumb|none|600px|Removing the magazine on the reload.]]<br />
[[File:MW2R WA2000 (5).jpg|thumb|none|600px|Inserting a new one.]]<br />
[[File:MW2R WA2000 (6).jpg|thumb|none|600px|Charging the Walther.]]<br />
[[File:MW2R WA2000 (7).jpg|thumb|none|600px|Soap inspects his WA 2000 during the boneyard escape. As with the original game, this sequence raises the Field-of-View and shows a bit more of weapon viewmodels.]]<br />
[[File:MW2R WA2000 Sniper.jpg|thumb|none|600px|An Inner Circle sniper with a WA2000 during the mission "Loose Ends".]]<br />
<br />
==SVD Dragunov==<br />
The [[SVD Dragunov]] is only featured in the singleplayer campaign, used by Russian Ultranationalists and Brazilian Militiamen. It can be found with winter camouflages in the snow levels and woodland camo in "Loose Ends" and "The Enemy of My Enemy".<br />
<br />
A poster of a SVD Dragunov is seen in the Multiplayer map "Salvage" in a small house, along with posters of Makarov PM and AKM.<br />
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mm R]]<br />
[[File:MW2 SVD (1).jpg|thumb|none|600px|Roach with an acquired SVD. Note the dangling scope cover, not present on the MW1 model.]]<br />
[[File:MW2 SVD (2).jpg|thumb|none|600px|Reloading. Tossing away a magazine. Note that the flash hider is modeled as a solid tube.]]<br />
[[File:MW2-SVD reload.jpg|thumb|none|600px|Reloading an SVD with arctic camouflage finish. The fire selector is incorrectly set to safe.]]<br />
[[File:MW2 SVD (3).jpg|thumb|none|600px|Charging the SVD. As with all iterations in the series (prior to 2019's ''Modern Warfare''), the bolt never locks back on empty like it should.]]<br />
[[File:2hMD.jpg|thumb|none|600px|A Brazilian militiaman with an SVD takes careful aim using his right nostril.]]<br />
<br />
===Remastered version===<br />
The model from the ''Call of Duty 4'' remaster returns with a correct PSO-1 scope reticle. However, the bolt hold-open functionality is still absent.<br />
[[File:MW2R SVD (1).jpg|thumb|none|600px|The Dragunov on the oil platform.]]<br />
[[File:MW2R SVD (2).jpg|thumb|none|600px|Aiming with the PSO-1 scope.]]<br />
[[File:MW2R SVD (3).jpg|thumb|none|600px|Reloading. Note the selector correctly set to the fire position.]]<br />
[[File:MW2R SVD (4).jpg|thumb|none|600px|Rechambering the winterized variant.]]<br />
<br />
=Machine Guns=<br />
==FN M240B==<br />
The [[M240B]] machine gun is found in both singleplayer and multiplayer. In singleplayer, it is used by the US Army Rangers, Task Force 141, Shadow Company, and Makarov's terrorists. It is often seen equipped with a heartbeat sensor. In Special Ops, the enemy Juggernauts wield the M240 machine gun. The M240 also can be seen (unusable) mounted on the M1 Abrams tank.<br />
<br />
The M240 is depicted with a bottom-mounted 100-round belt box; this is impossible in reality, for several reasons. For one, the M240 does not have an attachment point for an ammo box to attach to on its underside; the M240 is typically issued with belt boxes that are fully separate from the gun, while the US Army issues a soft M240 belt bag that is attached to the side of M240. Secondly, such an attachment point would block the M240's casing ejection port, located on the bottom where the in-game belt box is attached. The in-game belt box itself is an [[M249]] belt box with grooves resembling a [[PKM]] belt box.<br />
<br />
The M240 deals the lowest damage out of all the machine guns (despite being chambered for the largest round), but compensates it for having the highest rate of fire in its class. It suffers from substantial recoil, restricting it to short and medium range.<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]<br />
[[File:MW2 M240B (1).jpg|thumb|none|600px|Holding the M240. Apparently somebody at Infinity Ward thought it would be a good idea to give the M240 the illegitimate offspring of the M249 and PKM as an ammo box.]]<br />
[[File:MW2 M240B (2).jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:MW2 M240B (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]<br />
[[File:MW2 M240B (4).jpg|thumb|none|600px|Replacing the belt.]]<br />
[[File:MW2 M240B (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]<br />
[[File:MW2-M240.jpg|thumb|none|600px|Inner Circle terrorist Lev with the M240B in the Museum.]]<br />
<br />
===Remastered version===<br />
The reload animation has been changed to show the charging handle being worked at both the start and end of reloads, and it still uses an incorrect M249-like belt box.<br />
[[File:MW2R M240 (1).jpg|thumb|none|600px|Allen with his M240B on the airport tarmac.]]<br />
[[File:MW2R M240 (2).jpg|thumb|none|600px|Aiming the machine gun.]]<br />
[[File:MW2R M240 (3).jpg|thumb|none|600px|Running the charging handle.]]<br />
[[File:MW2R M240 (4).jpg|thumb|none|600px|Reloading the 240.]]<br />
[[File:MW2R M240B US Ranger.jpg|thumb|none|600px|A US Army Ranger with a M240B. Note the lack of front sights, which happens when there is any optics equipped on it.]]<br />
<br />
==Heckler & Koch MG4==<br />
The [[Heckler & Koch MG4]] is used by the Russian Military and the Shadow Company in singleplayer. In multiplayer, the MG4 is unlocked at level 16. It possesses a moderately high rate of fire and sub-par damage (which can be buffed with Stopping Power), but is accurate and has low recoil.<br />
[[File:H&KMG4.jpg|thumb|none|500px|Heckler & Koch MG4 - 5.56x45mm NATO]]<br />
[[File:MW2 MG4 (1).jpg|thumb|none|600px|Holding the MG4.]]<br />
[[File:MW2 MG4 (2).jpg|thumb|none|600px|Aiming down sights.]]<br />
[[File:MW2 MG4 (3).jpg|thumb|none|600px|Pulling the charging handle at the start of the reload; despite the hand animation and the accompanying audio, the charging handle isn't animated and does not move at all from its folded position.]]<br />
[[File:MW2 MG4 (4).jpg|thumb|none|600px|Placing down a new belt box.]]<br />
[[File:MW2 MG4 (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]<br />
[[File:MW2-MG4.jpg|thumb|none|600px|An MG4 sitting on a crate at the Shadow Company base. Note that the pickup icon depicts it with a carrying handle/scope combo (like the one in [[:File:HKMG4-1.jpg|this image]]), despite it very obviously lacking this attachment in-game.]]<br />
<br />
===Remastered version===<br />
In the remaster, the charging handle is unfolded the whole time, and is properly animated when reloading.<br />
[[File:MW2R MG4 (1).jpg|thumb|none|600px|The MG4 found in the scaffolding area from "The Only Easy Day... Was Yesterday".]]<br />
[[File:MW2R MG4 (2).jpg|thumb|none|600px|Aiming the LMG.]]<br />
[[File:MW2R MG4 (3).jpg|thumb|none|600px|Using the now animated charging handle.]]<br />
[[File:MW2R MG4 (4).jpg|thumb|none|600px|Placing the new cartridge belt.]]<br />
[[File:MW2R MG4 (5).jpg|thumb|none|600px|Smacking the top cover closed.]]<br />
[[File:MW2R MG4 (6).jpg|thumb|none|600px|Right side of the H&K MG4.]]<br />
<br />
==L86A1 LSW==<br />
The [[L86A1|L86A1 Light Support Weapon]] appears as the "L86 LSW", identified as the A1 by its round charging handle. The weapon is modified with a long L85 handguard, a barrel mounted carrying handle from the M240, and small Picatinny rails on each side of the receiver. The dovetail mount at the top of the receiver is replaced with a strip of Picatinny rails. The weapon uses a Chinese MDG3 120 round drum mag that holds only 100 rounds in gameplay.<br />
<br />
It appears only once throughout the single-player campaign, during the defense of the safehouse in the level "Loose Ends". It also appears in the Special Ops mission "Estate Takedown". In multiplayer, it holds the distinction of being the weapon with the highest DPS (damage per second) with Stopping Power in the game. This is offset by obstructive iron sights and high recoil unless a grip is attached.<br />
<br />
The killfeed icon of the weapon shows an [[#Enfield L85|L85 with a SUSAT]], likely indicating that the L86 LSW was supposed to be a L85 at one point in development.<br />
[[File:SA80-L86A1.jpg|thumb|none|500px|L86A1 Light Support Weapon - 5.56x45mm]]<br />
[[Image:L85A1.jpg|thumb|none|450px|L85A1 with SUSAT scope - 5.56x45mm NATO]]<br />
[[File:MW2 L86A1 LSW (1).jpg|thumb|none|600px|Holding the L86 LSW. The bullpup layout with the large drum would mean the shooter would have to "chicken-wing" his arm in order to comfortably hold the weapon.]]<br />
[[File:MW2 L86A1 LSW (2).jpg|thumb|none|600px|The default iron sights of the L86 LSW, which are fictional and for the most part would be very ineffective in real life.]]<br />
[[File:MW2 L86A1 LSW (3).jpg|thumb|none|600px|The L86 with the SUSAT scope; the ACOG attachment is replaced with the British SUSAT scope when used on the LSW.]]<br />
[[File:MW2 L86A1 LSW (4).jpg|thumb|none|600px|Aiming through the SUSAT.]]<br />
[[File:MW2 L86A1 LSW (5).jpg|thumb|none|600px|Reloading the L86 LSW. The drum's feed chute is far too short to possibly fit in the gun's magazine well and feed reliably.]]<br />
[[File:MW2 L86A1 LSW (6).jpg|thumb|none|600px|Charging the weapon by pulling on the charging handle; likely for balancing reasons, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.]]<br />
<br />
===Remastered version===<br />
In ''Call of Duty: Modern Warfare 2 Campaign Remastered'', the charging handle is appropriately used exclusively when reloading an empty magazine.<br />
[[File:MW2R L86A1 (1).jpg|thumb|none|600px|Holding the L86 LSW.]]<br />
[[File:MW2R L86A1 (2).jpg|thumb|none|600px|Aiming down its default iron sights.]]<br />
[[File:MW2R L86A1 (3).jpg|thumb|none|600px|Holding an L86 equipped with a SUSAT scope.]]<br />
[[File:MW2R L86A1 (4).jpg|thumb|none|600px|Aiming down the SUSAT.]]<br />
[[File:MW2R L86A1 (5).jpg|thumb|none|600px|Reloading the drum magazine.]]<br />
[[File:MW2R L86A1 (6).jpg|thumb|none|600px|Using the charging handle.]]<br />
[[File:MW2R L86A1 (7).jpg|thumb|none|600px|Inspecting the L86 shows the user pulling out the drum and inspecting it. Despite the increased detail, the feed chute is still much too short to feed or even lock into the weapon.]]<br />
<br />
==RPD==<br />
The [[RPD]] appears in singleplayer and multiplayer. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, and some Russian troops; the latter is incorrect, as while the RPD is Russian in origin, it was phased out during the 1960s in favor of the [[PKM]].<br />
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]<br />
[[File:MW2 RPD (1).jpg|thumb|none|600px|Holding the RPD. Note the same IO Inc SCOP0040 scope mount used with the AK-47, which in this case appears to be chopped in half to accommodate the reloading procedure which involves the opening of the top cover, meaning that the two parts are effectively disconnected.]]<br />
[[File:MW2-RPD ironsight.jpg|thumb|none|600px|Aiming down the misaligned sights; the front sight is positioned too high.]]<br />
[[File:MW2 RPD (2).jpg|thumb|none|600px|This is approximately how he sights are supposed to be aligned; such a view can be achieved in-game by looking downwards.]]<br />
[[File:MW2 RPD (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]<br />
[[File:MW2 RPD (4).jpg|thumb|none|600px|Reloading the RPD, completely disconnecting the scope mount in the process.]]<br />
[[File:MW2 RPD (5).jpg|thumb|none|600px|A look at the world model of the RPD equipped with the "grip" attachment, which gives it a wooden foregrip similar to that of the Romanian [[AIM]].]]<br />
<br />
===Remastered version===<br />
The RPD now features a side-swinging scope mount (based on airsoft versions of KV-04S combined with Zenit mounts used for the [[PKP Pecheneg]]) that is moved out of the way when reloading. Like in ''Modern Warfare Remastered'', the charging handle is correctly pulled after replacing the belt.<br />
[[File:MW2R RPD (1).jpg|thumb|none|600px|Roach holds an RPD machine gun.]]<br />
[[File:MW2R RPD (2).jpg|thumb|none|600px|Aiming shows the sights are still poorly aligned; the charging handle is also perpetually unfolded.]]<br />
[[File:MW2R RPD (3).jpg|thumb|none|600px|Unlatching the scope mount. The unspent belt rather sneakily drops back into the belt drum during this sequence.]]<br />
[[File:MW2R RPD (4).jpg|thumb|none|600px|Attaching a new drum of ammo. Note the very rusty and dusty surfaces around the action and drum.]]<br />
[[File:MW2R RPD (5.5).jpg|thumb|none|600px|Placing the new belt.]]<br />
[[File:MW2R RPD (5).jpg|thumb|none|600px|Working the RPD's action.]]<br />
[[File:MW2R RPD (6).jpg|thumb|none|600px|Inspecting the machine gun.]]<br />
<br />
==Steyr AUG HBAR-T==<br />
In multiplayer, the "AUG HBAR" LMG takes the form of a correct [[Steyr AUG HBAR]] (Heavy Barrel), in contrast to the singleplayer, where it appears as an AUG A2. It is specifically modeled after the HBAR-T variant used in the designated marksman rifle role, as it has a RIS rail. It is equipped with an unusable bipod, a barrel mounted carrying handle from the M240, a 42-round magazine, and a 24.4" barrel. The weapon strangely lacks the standard AUG foregrip by default, though equipping the Foregrip attachment reattaches it.<br />
<br />
The weapon is unlocked at level 32. True to its nature, the AUG HBAR functions more like an assault rifle than an LMG: it has the fastest reload, has good accuracy and high damage, but suffers from recoil at long distances unless a Grip is used and the weapon is burst fired.<br />
[[File:Hbar.jpg|thumb|none|500px|Steyr AUG HBAR-T - 5.56x45mm NATO]]<br />
[[File:MW2 AUGHBAR (1).jpg|thumb|none|600px|The AUG HBAR-T in multiplayer. The weapon's default iron sights lack the rear sight.]]<br />
[[File:MW2 AUGHBAR (2).jpg|thumb|none|600px|"Aiming" the Steyr. Note the odd M240 carry handle, which normally wouldn't be needed as the AUG's integral foregrip is affixed to the barrel and is used to pull it out.]]<br />
[[File:MW2 AUGHBAR (3).jpg|thumb|none|600px|Having said that, the vertical grip is AWOL by default.]]<br />
[[File:MW2 AUGHBAR (4).jpg|thumb|none|600px|Reloading the AUG HBAR-T.]]<br />
[[File:MW2 AUGHBAR (5).jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[File:MW2 AUGHBAR (6).jpg|thumb|none|600px|The AUG HBAR-T with its proper foregrip.]]<br />
<br />
=Shotguns=<br />
==AA-12 CQB==<br />
The [[AA-12]] is available in the game. It is shown with a custom folding charging handle and custom sights, consisting of a rail mounted rear sight and a flip up front sight. It uses an 8-round box magazine. Using the Extended Magazines attachment in multiplayer beefs up the capacity to 16, though the magazine model remains unchanged; real AA-12 magazine options include 8 round box magazines, or 20 and 32 round drum magazines.<br />
<br />
In singleplayer, it is used by the Russian Military (despite being American in origin) and the Shadow Company. It also appears outside the obstacle course in the first level once the player has run through it once, and a suppressed version with a heartbeat sensor appears in the Spec-Ops mission "Acceptable Losses". The AA-12 has an absurdly high rate of fire in singleplayer and Spec Ops, at around 650-700 RPM, but fires at a more convincing (but still slightly excessive) 400 RPM in multiplayer.<br />
[[File:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]<br />
[[File:MW2 AA12 (1).jpg|thumb|none|600px|Holding an AA-12 shotgun.]]<br />
[[File:MW2 AA12 (2).jpg|thumb|none|600px|Aiming down the default iron sights.]]<br />
[[File:MW2 AA12 (3).jpg|thumb|none|600px|Reloading the AA-12. Note the straight feed lips and the custom knurled charging handle.]]<br />
[[File:MW2 AA12 (4).jpg|thumb|none|600px|Pulling back the bolt.]]<br />
<br />
===Remastered version===<br />
The AA-12 in ''Campaign Remastered'' retains the same configuration from the original complete with the same rail mounted sights. It is also shown operating with a closed bolt, which is only the case for a production run of semi-automatic civilian models in 2018-2019. However, it is depicted with the proper AA-12 charging handle instead of the custom folding one shown in the original. It also has the restricted rate of fire of the multiplayer version from MW2.<br />
[[File:MW2R AA-12 (1).jpg|thumb|none|600px|Pulling the charging handle when picking up the weapon.]]<br />
[[File:MW2R AA-12 (2).jpg|thumb|none|600px|Holding the AA-12.]]<br />
[[File:MW2R AA-12 (3).jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW2R AA-12 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]<br />
[[File:MW2R AA-12 (5).jpg|thumb|none|600px|Charging the weapon.]]<br />
[[File:MW2R AA-12 (6).jpg|thumb|none|600px|Inspecting the AA-12; the user inspects the left side, then pulls back the bolt and checks the chamber.]]<br />
[[File:MW2R AA-12 (7).jpg|thumb|none|600px|Inspecting an AA-12 customized with a holographic sight.]]<br />
<br />
==Benelli M4 Super 90==<br />
The [[Benelli M4 Super 90]] is found in singleplayer and multiplayer, referred under its US Military designation M1014. It has a olive-green finished barrel and receiver, and a Surefire triple-rail foregrip (like the one installed on the British L128A1) with an unusable under-barrel flashlight. The barrel also appears with a flat sight plane in first person, which is unusual for the M4. The weapon is modeled with a civilian 4-shot magazine tube; like MW1, the M1014 has a 7-round capacity in singleplayer (the capacity of the military version), and has the correct modeled capacity in multiplayer (extended to 6 rounds with Extended Mags).<br />
<br />
It is used by the US Military and several Brazilian Militiamen in singleplayer; the player character Roach also starts with one in "Takedown".<br />
[[File:Benelli m4 2.jpg|thumb|500px|none|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]<br />
[[File:Railed Benelli M4.jpg|thumb|500px|none|Benelli M4 Super 90 with top rail and railed handguard - 12 gauge]]<br />
[[File:MW2 M1014 (1).jpg|thumb|none|600px|Drawing the M1014. Note the flashlight.]]<br />
[[File:MW2 M1014 (2).jpg|thumb|none|600px|The M1014 in first-person.]]<br />
[[File:MW2 M1014 (3).jpg|thumb|none|600px|Aiming down the M1014's ghost ring sights.]]<br />
[[File:MW2 M1014 (4).jpg|thumb|none|600px|Reloading the M1014. As in MW1, there is no chambering animation when the weapon is emptied, which would make the weapon unable to fire in reality.]]<br />
[[File:MW2-M1014 3rd.jpg|thumb|none|600px|A Shadow Company soldier holds his M1014 shotgun in the Museum. The 4-shot magazine tube is easily visible here.]]<br />
[[File:MW2-M1014 unique.jpg|thumb|none|600px|M1014 with arctic camouflage finish in the "Museum". This is not possible outside of this one level; camouflage patterns cannot normally be applied to weapons which the multiplayer classifies as secondaries, including shotguns.]]<br />
<br />
===Remastered version===<br />
In the remastered version, the player character correctly inserts a round in the chamber during empty reloads, and releases the bolt before loading successive shells into the tube.<br />
[[File:MW2R M1014 (1).jpg|thumb|none|600px|Roach with the Benelli M4 in the remaster. Note the non-standard barrel style.]]<br />
[[File:MW2R M1014 (2).jpg|thumb|none|600px|Looking through the shotgun's sights.]]<br />
[[File:MW2R M1014 (3).jpg|thumb|none|600px|Chamber-loading the M1014.]]<br />
[[File:MW2R M1014 (4).jpg|thumb|none|600px|Pressing the bolt release.]]<br />
[[File:MW2R M1014 (5).jpg|thumb|none|600px|Loading the tube magazine.]]<br />
[[File:MW2R M1014 (6).jpg|thumb|none|600px|Inspecting the Benelli.]]<br />
<br />
==Franchi SPAS-12==<br />
The [[Franchi SPAS-12]] is found in singleplayer and multiplayer. It is shown with the stock unfolded, and is used in pump-action mode only. In singleplayer, it is used by the Russian Military, Shadow Company, and Task Force 141, usually with no attachments; it's a bit of an odd choice to say the least, as it was never issued by any military force (most of its sales being to police departments, its intended market), and went out of production in the year 2000.<br />
<br />
Weirdly, the bolt is animated to cycle as the shotgun is fired (visible when aiming down sights), rather than when the player character works the pump after the shot. In singleplayer, fired shells can be seen ejecting when the gun cycles, but no shells are seen ejected in multiplayer.<br />
[[File:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]<br />
[[File:MW2 SPAS (1).jpg|thumb|none|600px|Drawing the SPAS-12. No, the player character doesn't have their arm shoved through the middle of the stock; some of the game's hand and arm models have oversized features that clip through certain weapons, creating illusions and issues like this. One also has to wonder why it wasn't being stored with the stock folded...]]<br />
[[File:MW2 SPAS (2).jpg|thumb|none|600px|Idling with the SPAS-12. Note the rail bolted to the top of the receiver.]]<br />
[[File:MW2 SPAS (3).jpg|thumb|none|600px|Aiming through the weapon's simple ghost-ring iron sights.]]<br />
[[File:MW2 SPAS (4).jpg|thumb|none|600px|Pumping the shotgun after firing. Note the shut bolt; despite cycling when the weapon is fired, this doesn't move when the pump is worked. This makes the fact that the weapon is flipped over every time the action is cycled all the more bizarre, since all this really does is draw attention to the issue.]]<br />
[[File:MW2 SPAS (5).jpg|thumb|none|600px|Reloading the SPAS-12, round by round. As in most games, this is done incorrectly; since the SPAS's bolt release (which is on the left side of the receiver) is also its carrier latch, it has to be held down in order to load in shells. The bolt release is also textured on the right side of the receiver due to the model being mirrored; the magazine catch, which is a differently shaped button that ''should'' be present on the right side of the receiver, is not modeled.]]<br />
[[File:MW2 SPAS (6).jpg|thumb|none|600px|As is COD tradition, a pump is always required after the reload finishes, regardless if it is necessary, logical, or even if it actually does anything to the bolt. The flat object sticking out of the bottom of the receiver is the safety lever; the in-game SPAS is based off of the earlier FIE-imported models, with an 8-round magazine and a lever-type safety that had a tendency to be anything but (often failing to engage, and sometimes firing the shotgun when disengaged).]]<br />
[[File:MW2-SPAS 3rd.jpg|thumb|none|600px|A soldier with a SPAS-12 shotgun in the Museum level. His trigger discipline is admirable, though one has to wonder why he's giving the rear sight such a wide berth.]]<br />
<br />
===Remastered version===<br />
In ''Modern Warfare 2 Campaign Remastered'', the reloading process is done correctly. The SPAS-12 is upended with the off-hand holding down the bolt release button to allow the shells to be loaded into the tube (an extremely rare sight in video games featuring this weapon). The pumping handle is not racked during partial reloads, and on empty reloads the character inserts the first shell in the chamber before loading the remaining ones in the tube. The bolt's movement and shell ejection are also now properly linked to the pump's animation rather than triggering immediately on firing.<br />
[[File:MW2R SPAS-12 (1).jpg|thumb|none|600px|Holding the SPAS-12 taken from the hapless sentry at the start of "The Only Easy Day... Was Yesterday".]]<br />
[[File:MW2R SPAS-12 (2).jpg|thumb|none|600px|Looking down the SPAS's sights.]]<br />
[[File:MW2R SPAS-12 (3).jpg|thumb|none|600px|Working the shotgun's action.]]<br />
[[File:MW2R SPAS-12 (4).jpg|thumb|none|600px|Chamberloading the SPAS-12.]]<br />
[[File:MW2R SPAS-12 (5).jpg|thumb|none|600px|Loading the tube magazine with the loading gate easily accessible. Unfortunately the safety wasn't remastered, and is still of the lever style.]]<br />
[[File:MW2R SPAS-12 (6).jpg|thumb|none|600px|Inspecting the SPAS-12. As with the original, it looks fairly worn and greased-stained, fitting in this particular location.]]<br />
<br />
==Sears Ranger==<br />
A sawed-off Sears Ranger is featured in the game. The weapon cannot aim down sights. It can be dual-wielded to make up for its 2-round capacity. It can fire both barrels at the same time; note that while the in-game model appropriately has two triggers, the Create-a-Class icon has only one. In singleplayer, it is used by some Brazilian Militiamen. The Ranger is shown being able to eject the spent shells when reloaded instead of having to dump them out manually.<br />
[[File:Remington SBS.jpg|400px|thumb|none|Sawed off double barreled shotgun - 12 gauge]]<br />
[[File:MW2 Ranger (1).jpg|thumb|none|600px|Holding the Ranger shotgun, not to be confused with the actual US Army Rangers found in MW2.]]<br />
[[File:MW2 Ranger (2).jpg|thumb|none|600px|Ejecting the fired shells...]]<br />
[[File:MW2 Ranger (3).jpg|thumb|none|600px|... and loading in two new shells one by one.]]<br />
[[File:MW2 Ranger (4).jpg|thumb|none|600px|Akimbo Rangers in first person. Sadly, one can't let off a quad-blast of simultaneous buckshot, as the button for the second barrel is used for the second Ranger instead.]]<br />
[[File:MW2 Ranger (5).jpg|thumb|none|600px|Ejecting four shells.]]<br />
[[File:MW2 Ranger (6).jpg|thumb|none|600px|Closing both shotguns after giving them the good-ol offscreen reload treatment.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R Ranger (1).jpg|thumb|none|600px|Picking up the Ranger results in Roach quickly loading in two shells.]]<br />
[[File:MW2R Ranger (2).jpg|thumb|none|600px|The single Ranger in idle.]]<br />
[[File:MW2R Ranger (3).jpg|thumb|none|600px|Ejecting two unfired shells.]]<br />
[[File:MW2R Ranger (4).jpg|thumb|none|600px|Loading in two more.]]<br />
[[File:MW2R Ranger (5).jpg|thumb|none|600px|Dual-wielding Sears Rangers.]]<br />
[[File:MW2R Ranger2 (6).jpg|thumb|none|600px|Dumping shells out of the Rangers while the rest of the task force comes back down the hill to gawk at Roach.]]<br />
[[File:MW2R Ranger (7).jpg|thumb|none|600px|Viewing the two sawed-off shotguns.]]<br />
<br />
==Sentinel Arms Striker-12 / Armsel Protecta Hybrid==<br />
The [[Sentinel Arms Striker-12]] (referred to as the "Striker") is a shotgun in the game, using a roughly 12" barrel. The weapon is hybridized with the large shell deflector and the automatic ejection capabilities of the [[Armsel Protecta]]; later models of the Striker-12 do indeed have these Protecta features, but they also have a rear drum advance lever, which the in-game model lacks. Beyond that, the in-game model is odd in a few more ways: the winding key is modeled as a weird spike (likely modeled after a particular gun where the winding key is stripped down to just its post), while the muzzle is modeled with a strange protrusion.<br />
<br />
The reload animation depicts the thumb tab to the right of the drum as a drum advance lever, turning the drum whenever it is pressed; there is no evidence that the thumb tab can be used as a drum advance lever in reality, and the Striker-12 manual describes the tab to be a button used to open or close the ejection port. It should also be noted that ''Modern Warfare 2'' is one of the first video games to depict the ejection port button being used as a drum advance lever, and very likely influenced later games to ''also'' depict the ejection port button as a drum advance lever.<br />
<br />
Possibly to offset its large magazine, the Striker reloads slowly and has lower damage per shot than the other shotguns, requiring 2-3 hits to kill without Stopping Power.<br />
<br />
[[File:Striker12FullLength.jpg |thumb|none|500px|Sentinel Arms Striker-12 civilian-legal 18" barrel with top folding stock - 12 gauge]]<br />
[[File:Protecta.jpg|thumb|none|500px|Armsel Protecta with 12" barrel - 12 gauge]]<br />
[[File:MW2 Protecta (1).jpg|thumb|none|600px|Drawing the Striker.]]<br />
[[File:MW2 Protecta (2).jpg|thumb|none|600px|Holding the Striker and ready to fire.]]<br />
[[File:MW2 Protecta (3).jpg|thumb|none|600px|The iron sights.]]<br />
[[File:MW2 Protecta (4).jpg|thumb|none|600px|Reloading; the player character inserts a new shell into the drum...]]<br />
[[File:MW2 Protecta (5).jpg|thumb|none|600px|... and presses the "drum advancing thumb tab" to index to the next position, before loading another round. The animation shows the shell visibly moving counterclockwise; the shell should've rotated clockwise if the ejection port button really was a drum advance lever, as the Striker's unwounding clockwork mechanism only turns the drum clockwise.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R Striker (1).jpg|thumb|none|600px|Roach with a Striker on "Loose Ends".]]<br />
[[File:MW2R Striker (2).jpg|thumb|none|600px|Aiming.]]<br />
[[File:MW2R Striker (3).jpg|thumb|none|600px|Reloading, the character now grasps the Striker by its drum.]]<br />
[[File:MW2R Striker (4).jpg|thumb|none|600px|Tabbing the same lever mentioned above.]]<br />
<br />
==Winchester Model 1887==<br />
The [[Winchester Model 1887]] appears in singleplayer and multiplayer. It is modeled after the custom 1887 used by [[Arnold Schwarzenegger]] in ''[[Terminator 2: Judgment Day]]'', featuring a shortened barrel, no stock, no trigger guard, and an enlarged lever loop. The 1887 can be dual-wielded; when akimbo, the weapons are flip-cocked as in ''Terminator 2''.<br />
<br />
In singleplayer, it is used by some Brazilian Militia members. In multiplayer, the 1887 used to have the highest effective range of all shotguns, and its sole "attachment" is Akimbo. As shotguns are largely hipfired anyway, dual wielding the 1887's basically doubled the damage without downsides, making them notorious in the community before a patch decreased their Akimbo range to be more comparable to the dual Rangers. Another patch also slightly decreased the single 1887's range, leaving it outclassed by the SPAS-12 in pretty much all aspects.<br />
[[File:Win1887shotgunT2.jpg|thumb|none|400px|The sawed-off Winchester 1887 with large-lever loop used by [[Arnold Schwarzenegger]] as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.]]<br />
[[File:MW2 1887 (1).jpg|thumb|none|600px|Equipping the Winchester 1887 with a cycling of the action.]]<br />
[[File:MW2 1887 (2).jpg|thumb|none|600px|The 1887 in idle.]]<br />
[[File:MW2 1887 (3).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW2 1887 (4).jpg|thumb|none|600px|Ejecting a shell at the start of the reload, which is interestingly enough, blue, just like in T2.]]<br />
[[File:MW2 1887 (5).jpg|thumb|none|600px|Shutting the action closed at the end. The reload erroneously shows every shell being placed into the barrel rather than the magazine tube, even though the cycling animation correctly showing the shells inside the magazine tube.]]<br />
[[File:MW2 1887 (7).jpg|thumb|none|600px|Dual-wielding the Winchesters in an ascended form of forsaking sensible armament.]]<br />
[[File:MW2 1887 (6).jpg|thumb|none|600px|Flip-cocking, the right shotgun is not aligned properly though.]]<br />
[[File:MW2-1887.jpg|thumb|none|600px|A Winchester Model 1887 on the ground.]]<br />
<br />
===Remastered version===<br />
The remaster correctly involves loading the shells into the magazine tube, with only the first shell being inserted into the barrel during empty reloads. The weapon is now flip-cocked at the end of every reload (even when not dual-wielded).<br />
[[File:M1887 Airsoft.jpg|thumb|none|400px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]<br />
[[File:MW2R 1887 (1).jpg|thumb|none|600px|The M1887 on "The Hornet's Nest".]]<br />
[[File:MW2R 1887 (2).jpg|thumb|none|600px|Iron sights of the Winchester.]]<br />
[[File:MW2R 1887 (3).jpg|thumb|none|600px|Cycling the lever action. The markings on the shells indicate that this is a 12 gauge variant.]]<br />
[[File:MW2R 1887 (4).jpg|thumb|none|600px|On non-empty reloads, the chambered shell only extracts very little; it gets rechambered as the first new shell is loaded.]]<br />
[[File:MW2R 1887 (5).jpg|thumb|none|600px|About to load the barrel from empty, note the follower.]]<br />
[[File:MW2R 1887 (6).jpg|thumb|none|600px|Flip-chambering the 1887 at the end of the reload. Note how in the remastered, the weapon doesn't have the enlarged lever loop required for this, and as such the player character would be likely to break their fingers.]]<br />
[[File:MW2R 1887 (7).jpg|thumb|none|600px|Inspecting the name on the side of the Winchester.]]<br />
<br />
==Winchester 1200==<br />
The [[Winchester 1200]] shotgun from MW1 was seen in the hands of Russian Internal Troops in the game's trailer; it was apparently a placeholder, as in the final game it is only featured in the "Museum" bonus level.<br />
[[File:WinM1200B.jpg|thumb|none|500px|A heavily modified Winchester 1200, like the one in the game - 12 gauge]]<br />
[[File:MW2 W1200 (1).jpg|thumb|none|600px|The Winchester 1200 as seen in game.]]<br />
[[File:MW2 W1200 (2).jpg|thumb|none|600px|The iron sights of the Winchester 1200.]]<br />
[[File:MW2 W1200 (3).jpg|thumb|none|600px|Reloading the W1200.]]<br />
[[File:MW2 W1200 (4).jpg|thumb|none|600px|Pumping the shotgun.]]<br />
[[File:MW2-Winchester.jpg|thumb|none|600px|A soldier with the Winchester 1200 in the Museum bonus level.]]<br />
<br />
===Remastered version===<br />
As with other shell-by-shell loading shotguns, the Winchester 1200's empty reload involves chambering a round first then loading the rest of the shells, and the pumping handle is not operated during a partial reload.<br />
[[File:MW2R W1200 (1).jpg|thumb|none|600px|Picking up the Winchester 1200 in the Museum.]]<br />
[[File:MW2R W1200 (2).jpg|thumb|none|600px|Holding the W1200.]]<br />
[[File:MW2R W1200 (3).jpg|thumb|none|600px|The weapon's iron sights.]]<br />
[[File:MW2R W1200 (4).jpg|thumb|none|600px|Firing the shotgun and pumping the handle.]]<br />
[[File:MW2R W1200 (5).jpg|thumb|none|600px|Chamberloading the shotgun.]]<br />
[[File:MW2R W1200 (6).jpg|thumb|none|600px|Inserting the rest of the shells.]]<br />
<br />
=Launchers=<br />
== Saab Bofors Dynamics M136 AT4 ==<br />
The [[M136 AT4]] appears in the game. The multiplayer version incorrectly fires guided rounds, and is referred to as "AT4-HS". "HS" most likely is abbreviated for "Heat-Seeking" and is also how it was able to guide its way to a moving aircraft but can still be counter measured by flares. The game also shows it as reloadable, seen when using it in multiplayer with the Scavenger perk.<br />
[[File:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 Anti-Tank rocket launcher - 84mm]]<br />
[[File:MW2 AT4 (1).jpg|thumb|none|600px|Drawing the M136 AT4 by popping out the rear sight, then disengaging the safety.]]<br />
[[File:MW2 AT4 (2).jpg|thumb|none|600px|The AT4 in idle.]]<br />
[[File:MW2 AT4 (3).jpg|thumb|none|600px|Aiming down the launchers apparently smart sights.]]<br />
[[File:MW2-AT4.jpg|thumb|none|600px|An AT4 in the game.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R AT4 (1).jpg|thumb|none|600px|Opening the AT4's rear sight.]]<br />
[[File:MW2R AT4 (2).jpg|thumb|none|600px|Holding the AT4 on the oilrig.]]<br />
[[File:MW2R AT4 (3).jpg|thumb|none|600px|Sighting in an AH-6 Little Bird that the Ultranationalists have for some reason.]]<br />
[[File:MW2R AT4 (4).jpg|thumb|none|600px|Inspecting the M136 AT4.]]<br />
<br />
==M79 grenade launcher==<br />
The [[M79 grenade launcher]] appears as the "Thumper" in the game, and can be found in "The Hornet's Nest" and in some Spec Ops missions. It is available as a secondary weapon in multiplayer. In the former two gamemodes, it can be hipfired, but attempting to do so in MP will bring the sights into picture and fire the shot, similar to the RPG or AT4.<br />
[[File:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40mm]]<br />
[[File:MW2 M79 (1).jpg|thumb|none|600px|The M79 "Thumper" on the multiplayer map "Wasteland".]]<br />
[[File:MW2 M79 (2).jpg|thumb|none|600px|Aiming down the leaf sight.]]<br />
[[File:MW2 M79 (3).jpg|thumb|none|600px|Thumbing open the breech.]]<br />
[[File:MW2 M79 (4).jpg|thumb|none|600px|Tossing aside the spent 40mm casing.]]<br />
[[File:MW2 M79 (5).jpg|thumb|none|600px|Sliding in a new one.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R M79 (1).jpg|thumb|none|600px|Acquiring the M79 now shows the leaf sight getting unfolded.]]<br />
[[File:MW2R M79 (2).jpg|thumb|none|600px|Roach with a M79.]]<br />
[[File:MW2R M79 (3).jpg|thumb|none|600px|Aiming the "Thumper".]]<br />
[[File:MW2R M79 (4).jpg|thumb|none|600px|Inspecting the loaded 40mm grenade.]]<br />
[[File:MW2R M79 (5).jpg|thumb|none|600px|The spent shell is now auto-ejected during the reload.]]<br />
[[File:MW2R M79 (6).jpg|thumb|none|600px|Loading in a new shell.]]<br />
[[File:MW2R M79 (7).jpg|thumb|none|600px|Inspecting after firing the last shot shows the spent casing.]]<br />
<br />
==FIM-92 Stinger==<br />
The [[FIM-92 Stinger]] can be found in the levels "Wolverines!" and "The Only Easy Day... Was Yesterday" in singleplayer, and is unlockable in multiplayer. The weapon can only be fired when locked onto helicopters or aircraft. It lacks the folding IFF (Identification, Friend or Foe) antenna on the right side of the weapon, however this is not actually required to lock on to a target and fire the weapon.<br />
<br />
[[File:FIM-92 Stinger.jpg|thumb|none|500px|FIM-92 Stinger - 70mm]]<br />
[[File:MW2 Stinger (1).jpg|thumb|none|600px|Initially equipping the FIM-92 by flipping out the sight.]]<br />
[[File:MW2 Stinger (2).jpg|thumb|none|600px|The Stinger in idle.]]<br />
[[File:MW2 Stinger (3).jpg|thumb|none|600px|Aiming the launcher.]]<br />
<br />
<br />
===Remastered version===<br />
[[File:MW2R Stinger (1).jpg|thumb|none|600px|Ramirez readies the Stinger.]]<br />
[[File:MW2R Stinger (2).jpg|thumb|none|600px|Ramirez holds the Stinger and sees his target.]]<br />
[[File:MW2R Stinger (3).jpg|thumb|none|600px|The Stinger locks on.]]<br />
<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin]] launcher is another available launcher for use in the game. While the multiplayer version is limited to one rocket in reserve (with the Scavenger perk), the singleplayer version has much more ammo. It is seen being used by the Russians, who seemingly appropriated them from military stockpiles upon invading US soil. The in-game Javelin has the erroneous ability to lock onto areas on the ground (not targets on the ground, but static objects or terrain), enabling it to function like a high-tech mortar.<br />
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]<br />
[[File:MW2 FGM-148 (1).jpg|thumb|none|600px|Equipping the FGM-148.]]<br />
[[File:MW2 FGM-148 (2).jpg|thumb|none|600px|The Javelin in idle.]]<br />
[[File:MW2 FGM-148 (3).jpg|thumb|none|600px|Acquiring a lock on dastardly shipping crates.]]<br />
[[File:MW2 FGM-148 (4).jpg|thumb|none|600px|The CLU view when locked-on.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R FGM-148 (1).jpg|thumb|none|600px|Taking off the muzzle cover of a FGM-148 in the Museum.]]<br />
[[File:MW2R FGM-148 (2).jpg|thumb|none|600px|The Javelin in the remaster.]]<br />
[[File:MW2R FGM-148 (3).jpg|thumb|none|600px|Inspecting the CLU.]]<br />
[[File:MW2R FGM-148 (4).jpg|thumb|none|600px|Using the FGM-148 in the crow's nest from "Of Their Own Accord."]]<br />
[[File:MW2R FGM-148 (5).jpg|thumb|none|600px|The nigh vision view through the sight.]]<br />
[[File:MW2R FGM-148 (6).jpg|thumb|none|600px|Sgt. Foley using the FGM-148 in the appropriate sitting position.]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is a launcher in both singleplayer and multiplayer. In singleplayer, it is used by all enemy forces. Like MW1, it is a powerful weapon, but is atrociously inaccurate at long ranges, apparently because the rocket's stabilizing fins do not deploy and as a result cause the rocket to fly erratically.<br />
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]<br />
[[File:MW2 RPG7 (1).jpg|thumb|none|600px|The RPG-7 in multiplayer.]]<br />
[[File:MW2 RPG7 (2).jpg|thumb|none|600px|Aiming the RPG.]]<br />
[[File:MW2 RPG7 (3).jpg|thumb|none|600px|Reloading another warhead.]]<br />
[[File:Rpg-7_2.png|thumb|none|600px|A Middle East Insurgent with RPG-7 in-game.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R RPG-7 (1).jpg|thumb|none|600px|The RPG-7 has a new acquiring animation where the player character flips up the rear sight.]]<br />
[[File:MW2R RPG-7 (2).jpg|thumb|none|600px|The RPG in "Wolverines!"]]<br />
[[File:MW2R RPG-7 (3).jpg|thumb|none|600px|Using the sights.]]<br />
[[File:MW2R RPG-7 (4).jpg|thumb|none|600px|Pulling up another rocket-propelled grenade.]]<br />
[[File:MW2R RPG-7 (5).jpg|thumb|none|600px|Inspecting the launcher.]]<br />
<br />
=Attachments=<br />
==M203 Grenade Launcher (Airsoft)==<br />
The airsoft model of the [[M203 grenade launcher]], distinguishable by its distinctive RIS mount and lack of a trigger guard, returns from ''[[Call of Duty 4: Modern Warfare]]'' as the standard grenade launcher for every assault rifle except the [[AK-47]]. It features a new firing sound, and unlike in the multiplayer of the previous installment, the M203 does not prevent the use of Perk 1. The single-player mission "Team Player" is the first time the player gets to use the M203, attached to an [[M4A1]].<br />
<br />
Like MW1, a full 40mm grenade stands in for the grenade's casing during the reload animation). However, the M79 grenade launcher's reload animation does show an independent grenade casing model existing in-game, meaning that the M203's reload animation is recycled entirely from MW1.<br />
[[File:G%26P_M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]]<br />
[[File:MW2 M203 (1).jpg|thumb|none|600px|The M203 slung under the M16.]]<br />
[[File:MW2 M203 (2).jpg|thumb|none|600px|Dropping out the spent shell.]]<br />
[[File:MW2 M203 (3).jpg|thumb|none|600px|Reloading another.]]<br />
<br />
===Remastered version===<br />
The launcher is still modeled after an airsoft version, presumably reusing the same model from ''Call of Duty: Modern Warfare Remastered''. Like in the previous remaster, the round being ejected while reloading is a proper spent casing.<br />
[[File:MW2R M203 (1).jpg|thumb|none|600px|Using the M203 mounted on a SCAR-H.]]<br />
[[File:MW2R M203 (2).jpg|thumb|none|600px|Reloading the launcher.]]<br />
[[File:MW2R M203 (3).jpg|thumb|none|600px|A view of the M203.]]<br />
<br />
==Knight's Armament Masterkey==<br />
The [[Knight's Armament Masterkey]] shotgun is frequently seen mounted to rifles as an underslung shotgun like the M203. It is mostly attached to the FN FAL or SCAR-H assault rifles, but is sometimes seen on other weapons. The shotgun carries an impossible 7 shells in singleplayer, and a more-realistic-but-still-one-extra 4 shells in multiplayer. In multiplayer, it is unlocked for assault rifles after 20 grenade launcher kills.<br />
[[File:Masterkey02.jpg|thumb|none|450px|KAC Masterkey shotgun - 12 Gauge]]<br />
[[File:MW2 Masterkey (1).jpg|thumb|none|600px|Working the Masterkey's pump in the necessary action movie style whenever opting to use it. Doing so would realistically eject a perfectly good shell. Switching to the Masterkey while sprinting or from a secondary weapon does not pump the shotgun.]]<br />
[[File:MW2 Masterkey (2).jpg|thumb|none|600px|As to how it shoots straight while being aimed high is another matter.]]<br />
[[File:MW2 Masterkey (3).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]<br />
[[File:MW2 Masterkey (4).jpg|thumb|none|600px|A good view of the device shown from the start of the FAL's reload.]]<br />
<br />
===Remastered version===<br />
The 7-round capacity from the original singleplayer has been decreased to the technically achievable 4 round in ''Modern Warfare 2 Campaign Remastered''. Sadly however, the Masterkey didn't receive the appropriate difference in partial/empty reload process as with other shotguns, plus it is still pumped when switching to it, and the player character still grasps the pistol grip of their main rifle rather than operating the actual trigger of the Masterkey.<br />
[[File:MW2R Masterkey (1).jpg|thumb|none|600px|Ramirez holds a Masterkey mounted on an AK.]]<br />
[[File:MW2R Masterkey (2).jpg|thumb|none|600px|Firing the Masterkey.]]<br />
[[File:MW2R Masterkey (3).jpg|thumb|none|600px|Reloading the Masterkey.]]<br />
[[File:MW2R Masterkey (4).jpg|thumb|none|600px|Roach inspects a Masterkey mounted on a FAL.]]<br />
<br />
==GP-30==<br />
The [[GP-30]] grenade launcher, incorrectly called the GP-25, is sometimes seen mounted on the [[AK-47]]s in-game. Like in ''Call of Duty 4'', a western 40mm grenade stands in for the Russian VOG-25 40mm grenade, and the player is incorrectly shown flicking the launcher downwards to eject a spent grenade casing upon firing the weapon, even though the real VOG-25 grenades are caseless; a full western 40mm grenade stands in for said spent grenade casing.<br />
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]<br />
[[File:MW2 GP30 (1).jpg|thumb|none|600px|The GP-30 in use.]]<br />
[[File:MW2 GP30 (2).jpg|thumb|none|600px|Dumping out an entirely incorrect cartridge from the launcher.]]<br />
[[File:MW2 GP30 (3).jpg|thumb|none|600px|Inserting another one for inexplicable reasons.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R GP-25 (1).jpg|thumb|none|600px|Inspecting an "AK-47 Grenadier".]]<br />
[[File:MW2R GP-25 (2).jpg|thumb|none|600px|The grenade launcher in use.]]<br />
[[File:MW2R GP-25 (3).jpg|thumb|none|600px|Reloading. Like in ''Modern Warfare Remastered'', the launcher is no longer flicked, and a proper VOG-25 grenade is used.]]<br />
[[File:MW2R GP-25 (4).jpg|thumb|none|600px|However, still like in ''MWR'', the player character unnecessarily flicks the safety lever after loading the launcher. The lever itself does not move and remains set to the "ОГ" fire position.]]<br />
<br />
=Grenades/Explosives=<br />
==M83 Smoke Grenade==<br />
The [[M83 smoke grenade]] is the standard smoke grenade that can be used in the game; like COD4, they feature incorrect [[M18 smoke grenade]] textures, and may even be the exact same model. Colored versions are used to mark killstreak drop locations for some multiplayer killstreaks.<br />
<br />
[[File:m87.JPG|thumb|none|150px|M83 smoke grenade]]<br />
[[File:MW2 M18 (2).jpg|thumb|none|600px|Preparing to throw a smoke grenade.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R M83.jpg|thumb|none|600px|Grasping the ''Remastered'' M83 Smoke Grenade.]]<br />
<br />
==Unidentified Smoke Grenade==<br />
[[File:MW2 M18 (1).jpg|thumb|none|600px|Unidentified grenades on the vest of an Ultranationalist.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 Hand Grenade]] returns as the standard hand grenade for all factions.<br />
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]<br />
[[File:MW2 M67 crate.jpg|thumb|none|600px|A crate full of M67 frags in S.S.D.D.'s "Pull The Trigger 101" class.]]<br />
[[File:MW2 M67 (1).jpg|thumb|none|600px|An Ultranationalist soldier about to throw a M67 grenade.]]<br />
[[File:MW2 M67 pickup.jpg|thumb|none|600px|Enemies and friendlies sometimes drop bags of M67 Grenades upon death which the player can then resupply from. (Though despite being modeled as full of grenades they only resupply one each.)]]<br />
[[File:MW2 M67 Ru.jpg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R M67 1.jpg|thumb|none|600px|In the remastered edition of S.S.D.D. during his "Pull the Trigger 101" class, Sergeant Foley picks up and shows off an M67 grenade, before pushing the box to PFC. Allen.]]<br />
[[File:MW2R M67 2.jpg|thumb|none|600px|Allen picks up some Grenades from the box...]]<br />
[[File:MW2R M67 3.jpg|thumb|none|600px|...then throws one down range. Note the pin clipping through his finger.]]<br />
[[File:MW2R M67 pickup.jpg|thumb|none|600px|Like the original game, enemies and friendlies will drop bags of grenades upon death for you to resupply if your own grenade ammo has depleted.]]<br />
[[File:MW2R M67 RU.jpeg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]]<br />
<br />
==M84 Stun Grenade==<br />
[[M84 stun grenade]]s returns as the Flashbang and Stun Grenades. Flashbangs have a green stripe, while Stun Grenades have a red stripe.<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]<br />
[[File:MW2 M84.jpg|thumb|none|600px|Note that the character is only pulling the top pin and the lever is clipping into his hand.]]<br />
<br />
==M18A1 Claymore==<br />
The deployable [[Claymore]] is usable by the player, again depicted with the fictional laser tripwire detonators instead of being command detonation.<br />
<br />
[[File:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]<br />
[[File:MW2-Claymore.jpg|thumb|none|600px|The player character places a Claymore mine.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R M18A1 (1).jpg|thumb|none|600px|A M18A1 Claymore mine taken from the stack on the roof of Nate's.]]<br />
[[File:MW2R M18A1 (2).jpg|thumb|none|600px|Looking at the front of the mine.]]<br />
<br />
==C4==<br />
The C4 from ''Call of Duty 4'' returns in ''Modern Warfare 2''.<br />
<br />
Much like in ''Call of Duty 4'', the C4's Clacker is bizarrely used to call in some of the killstreaks, as if it was a radio, though other more sensible communication devices like colored smoke and rugged laptops are now present and used for other killstreaks.<br />
<br />
==Fictional Bounding Mine==<br />
The bounding mines featured in the mission "Loose Ends" resemble closely the fictional bounding mines seen in the Guantanamo scene from ''[[Bad_Boys_II#Fictional_Bounding_Mine|Bad Boys II]]''.<br />
[[File:MW2 Boundingmine.jpg|thumb|none|600px|Fortunately for Roach, time slows down whenever he triggers one of these.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R Boundingmine.jpg|thumb|none|600px|The same sequence in the remaster.]]<br />
<br />
=Mounted Weapons=<br />
==General Dynamics GAU-17/A==<br />
In singleplayer, the [[General Dynamics GAU-17/A]], the first time the player gets to use the Minigun is in the level "Team Player", where it is mounted on M1026 HMMWVs; in this mission, it strangely fires in a circular spread. In the missions "Wolverines!" and "Exodus", the Minigun is used for the (fictional) M5 Sentry Gun emplacement, operated by both U.S. Army Rangers and Russian airborne infantry units, and available as a kill streak in multiplayer. In "Loose Ends", dismantled Miniguns can be found in Makarov's safehouse, and can later can be seen mounted on Shadow Company SUVs.<br />
<br />
In a few multiplayer maps, Miniguns can be found mounted on objects, similarly to the [[M249]]s in [[Call of Duty 4: Modern Warfare|the first ''Modern Warfare]]''.<br />
[[File:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A - 7.62x51mm NATO]]<br />
[[File:232.png|thumb|none|600px|PFC Joseph Allen mans a Humvee-mounted Minigun in the mission "Team Player" while waiting for an F-15C Eagle to perform an air strike on an enemy-occupied building. It would be more accurate for Humvees to mount a [[Browning M2HB]], though as the saying goes, there's no kill like overkill. Note that the Rangers are filming the air strike with their cell phones and video cameras.]]<br />
[[File:MW2 screen 17-1255733026.jpg|thumb|none|600px|Side view of the Humvee-mounted Minigun. Note that all of the HMMWVs in-game are painted in a camouflage pattern, similar to some of the HMMWVs in ''[[Generation Kill]]''.]]<br />
[[File:MW2-Sentry.jpg|thumb|none|600px|An M5 Sentry Gun in multiplayer.]]<br />
<br />
===Remastered version===<br />
The truck-mounted Miniguns in "Team Player" now fire in a more realistic, non pepperbox-like pattern.<br />
[[File:MW2R M5 Sentry.jpg|thumb|none|600px|The remastered "M5 Sentry Gun".]]<br />
[[File:MW2R GAU-17A (1).jpg|thumb|none|600px|Ramirez overlooks the rubble at the Washington Monument evac site during the UH-60 ride at the end of "Of Their Own Accord".]]<br />
<br />
==General Electric GAU-8/A Avenger==<br />
In the remastered version, A-10 Thunderbolt II airplanes can be seen on the airfield at Firebase Phoenix, armed with [[General Electric GAU-8/A Avenger]] rotary cannons.<br />
[[File:GAU-8 Avenger contrast.jpg|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]<br />
[[File:MW2R GAU-8.jpg|thumb|none|600px|Allen observes the nose of one of the A-10s and some Army personnel guarding the aircraft.]]<br />
<br />
==General Electric M134 Minigun==<br />
AH-6 "Little Bird" helicopters are equipped with [[GE M134 Minigun]]s.<br />
[[File:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]<br />
[[File:MW2 M136 AH-6.jpg|thumb|none|600px|An M134 Minigun under the wing of an AH-6 "Little Bird".]]<br />
<br />
==General Dynamics M197 Vulcan==<br />
The [[M197 Vulcan]] is mounted on AH-1W Super Cobras seen at the aircraft boneyard in "The Enemy of My Enemy" and in multiplayer. The Harrier jumpjets also inaccurately sport the very same gun pod from the Cobras in multiplayer in order to fulfill the fictional (for a Harrier) function of hovering over an area and providing fire support.<br />
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]<br />
<br />
==General Electric GAU-12/U==<br />
A [[General Electric GAU-12/U|GAU-12/U]] is mounted on AC-130 gunships, alongside the [[Bofors 40mm]] and M102 Howitzer.<br />
<br />
[[File:GAU-12U.jpg|thumb|none|350px|GE GAU-12/U five-barrel cannon - 25mm.]]<br />
<br />
==Bofors 40mm==<br />
The [[Bofors 40mm]] is mounted on AC-130 gunships, alongside the GAU-12/U and M102 Howitzer.<br />
<br />
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]<br />
<br />
==M102 105mm Howitzer==<br />
The M102 105mm howitzer is mounted on AC-130 gunships, alongside the GAU-12/U and 40mm Bofors.<br />
<br />
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]<br />
<br />
==M242 Bushmaster Chaingun==<br />
[[M242 Bushmaster chaingun|M242 Bushmaster Chaingun]] are present on M2 Bradley Infantry Fighting Vehicles used by the US Army. <br />
[[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster chaingun - 25mm]]<br />
[[File:MW2 M242.jpg|thumb|none|600px|A M2 Bradley seen at the end of "Wolverines!"]]<br />
<br />
===Remastered version===<br />
[[File:MW2R M242.jpg|thumb|none|600px|Note the incorrect "USMC" markings, as Marines do not use the Bradley.]]<br />
<br />
==Mark 19 Mod 3 Automatic Grenade Launcher==<br />
A dismantled [[Mk 19 grenade launcher|Mark 19 Mod 3]] is seen on the ground next to a Humvee under repair in "S.S.D.D.". This is its sole appearance in the entire game, and it is never used.<br />
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|500px|none|Mk 19 grenade launcher in vehicle mounting - 40x53mm.]]<br />
[[File:MK19gl-MW2.jpg|thumb|none|600px|A loaded(!) Mk. 19 on the ground next to a Humvee.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R Mk19.jpg|thumb|none|600px|The remastered Mk. 19, still liable for someone to get chewed-out by a senior NCO a decade later.]]<br />
<br />
==Browning M2HB==<br />
One usable [[Browning M2]] is found mounted on a Brazilian technical truck in "The Hornet's Nest". Like other mounted weapons, it has infinite ammo and will overheat after continuous fire. They also appear mounted on the Stryker vehicle and the Abrams tank.<br />
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]<br />
[[File:MW2 M2HB (1).jpg|thumb|none|600px|Roach operates the usable Browning M2HB in "The Hornet's Nest". Note the M249 SAW icon used as a generic icon for mounted guns. Also note that Roach's hands and ammunition for the gun are both completely absent; apparently this .50cal operates on the power of positive thinking.]]<br />
[[File:MW2 M2HB (2).jpg|thumb|none|600px|The Browning M2 viewed from the side.]]<br />
[[File:AbramsM2-MW2.jpg|thumb|none|600px|A Browning M2 mounted on a destroyed M1 Abrams tank.]]<br />
<br />
===Remastered version===<br />
The same technical mounted Browning M2s can be used in the remaster, now without the power of telekinesis and an actual belt box-full of cartridges.<br />
[[File:MW2R M2HB (1).jpg|thumb|none|600px|Roach celebrates his newfound physical coordination by jerking the M2 around in a new animation when stepping up to use it.]]<br />
[[File:MW2R M2HB (2).jpg|thumb|none|600px|Manning the M2HB.]]<br />
<br />
==FN M249 SAW==<br />
The [[M249 SAW]] can be seen mounted on a fallen tree and used as a turret in the level "Whiskey Hotel".<br />
[[File:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.]]<br />
[[File:Mw2 M249.jpg|thumb|none|600px|An M249 SAW mounted on a log in the level "Whiskey Hotel".]]<br />
[[File:MW2-M249side.jpg|thumb|none|600px|A side view of the M249 mounted on the log.]]<br />
<br />
===Remastered version===<br />
[[File:MW2R M249 (1.1).jpg|thumb|none|600px|The M249 in the remaster.]]<br />
[[File:MW2R M249 (2).jpg|thumb|none|600px|Commandeering the SAW.]]<br />
[[File:MW2R M249 (3).jpg|thumb|none|600px|]]<br />
<br />
==KPV==<br />
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Russian paratroopers to engage US air support in "Exodus". They are also found on the multiplayer map "Afghan" and on the roofs of buildings on the multiplayer map "Strike." A miniature ZPU model is also present in the "Museum".<br />
<br />
It reuses the same model from ''Call of Duty 4''.<br />
[[File:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]<br />
[[File:MW2 ZPU.jpg|thumb|none|600px|The ZPU-4 as found in the multiplayer level "Afghan."]]<br />
<br />
===Remastered version===<br />
[[File:MW2R ZPU.jpg|thumb|none|600px|A close up of one of the ZPUs found at the end of "Exodus."]]<br />
<br />
==8 cm kurzer Granatwerfer 42==<br />
[[Kurzer 8 cm Granatwerfer 42]] mortars are fired by OpFor troops in the "Team Player" singleplayer mission at the beginning at the other bridge shore. This is the third appearance of the model in the ''Call of Duty'' series after it first appeared in ''[[Call of Duty 2]]'' and reappeared ''[[Call of Duty 4: Modern Warfare]]''. The same model would later on be used in ''[[Call of Duty: Black Ops II]]'' level "Pyrrhic Victory". The mortar also appeared in ''[[Call of Duty: WWII]]'', but it thankfully no longer uses the ancient COD2 model in that game.<br />
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]<br />
<br />
==Shipunov 2A42==<br />
Mi-28N helicopters, BTR-82A APCs, and BMP-2 IFVs all mount [[Shipunov 2A42]] autocannons.<br />
[[File:30mm autocannon BTR 90.jpg|thumb|none|400px|Shipunov 2A42 mounted on BTR-90 - 30x165mm]]<br />
[[File:MW2 2A42.jpg|thumb|none|600px|Getting a close look a BTR-82A's turret in "Wolverines!"]]<br />
<br />
===Remastered version===<br />
[[File:MW2R 2A42 (1).jpg|thumb|none|600px|Roach takes a look at a snowy BTR-82A after getting nearly squashed by it.]]<br />
<br />
==Yakushev-Borzov Yak-B==<br />
Mil Mi-24 gunships seen throughout the game sport [[Yakushev-Borzov Yak-B]] chin turret rotary machine guns.<br />
[[File:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]<br />
[[File:MW2 Yak-B.jpg|thumb|none|600px|The low-detail Yak-B as seen on a parked Mi-24 in "Cliffhanger."]]<br />
<br />
===Remastered version===<br />
[[File:MW2R Yak-B.jpg|thumb|none|600px|The same Hind in the remaster.]]<br />
<br />
=Not Usable/Cut Weapons=<br />
The following weapons appear in images, textures, and graphics present within the game. None are usable weapons, and none of them are known to have a 3D model.<br />
<br />
==Makarov PM==<br />
A poster of a [[Makarov PM]] is seen in the Multiplayer map 'Salvage" in the small house, along with SVD Dragunov and AKM Posters, and the plans of the attack on "No Russian".<br />
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]<br />
<br />
==PPSh-41==<br />
In the Spec-Ops mission "Hidden", a statue of two Russian soldiers are seen with cement versions of the [[PPSh-41]].<br />
[[File:PPSH-01-SMG.jpg|thumb|none|450px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]]<br />
[[File:COD4-PPSH.jpg|thumb|none|600px|A statue of 2 Russian soldiers holding cement [[PPSh-41]]s. Note that "Hidden" is the Call of Duty 4 mission "All Ghilled Up" in reverse with updated weapons and enemy types.]]<br />
<br />
==M1928A1 Thompson==<br />
In a nod to the previous Call Of Dutys, a WWII-era poster of a woman holding an [[M1A1 Thompson|M1928A1 Thompson]] can be seen in the multiplayer map "Derail"<br />
[[File:M1928A1 Thompson.jpg|thumb|none|470px|M1928A1 Thompson with 30-round magazine - .45 ACP ]]<br />
[[File:cod4m1928A1.jpg|thumb|none|400px|A woman in a military uniform holds an M1928A1 Thompson.]]<br />
<br />
==AKM==<br />
The [[AKM]] is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game.<br />
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]<br />
[[File:Cod4mw mw2 akm poster.jpg|thumb|none|600px| AKM Poster. Note slant muzzle brake and orange plastic magazine similar the [[AK-74]]'s, but this is obviously a 7.62x39mm version.]]<br />
<br />
==FN SCAR-L==<br />
In the multiplayer menu background image, we see a soldier carrying a third generation [[FN SCAR|SCAR-L]] with an EOTech sight, AN/PEQ-2 IR designator, and a vertical foregrip, but it was never used in the game.<br />
[[File:FN SCAR-L (Standard).jpg|thumb|500px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]<br />
[[File:MW2Scar.jpg|thumb|600px|none|The SCAR-L in the menu.]]<br />
<br />
==IMI Galil==<br />
During briefing for "No Russian" a newspaper article is seen showing an Ultranationalist with a [[Galil]].<br />
[[File:Galil-SAR.jpg|thumb|none|500px|IMI Galil SAR - 5.56x45mm NATO]]<br />
[[File:Mw2Galil.png|thumb|none|600px|The Ultranationalist on the left holds a Galil.]]<br />
<br />
==Mk 14 Mod 0 EBR==<br />
An [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]] can be seen on the background of the Spec Ops main menu.<br />
[[File:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 - 7.62x51mm NATO]]<br />
[[File:MW2-Mk14Mod0.jpg|thumb|none|600px|Spec Ops menu background.]]<br />
<br />
==Daewoo K2==<br />
During briefing for "No Russian" a newspaper article is seen showing one of "Makarov's men" (according to the caption) with a [[Daewoo K2]].<br />
[[File:Daewoo-K2.jpg|thumb|none|500px|Daewoo K2 Assault rifle - 5.56x45mm NATO]] <br />
[[File:Mw2k2.png|thumb|none|600px|A soldier with a Daewoo K2 in a newspaper article.]]<br />
<br />
==Accuracy International Arctic Warfare==<br />
An [[Accuracy International Arctic Warfare]] in seen held by a sniper in the multiplayer menu background art, but it is unusable in-game.<br />
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International AW - 7.62x51mm NATO.]]<br />
[[File:Mw2AIAW.jpg|thumb|none|600px|The Arctic Warfare is circled in red.]]<br />
<br />
==M26 grenade==<br />
The [[M26 hand grenade]] can be seen on one of the unlockable emblems.<br />
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 grenade]]<br />
[[File:MW2-M26.jpg|thumb|none|600px|]]<br />
<br />
==Heckler & Koch HK91A3==<br />
The [[Heckler & Koch HK91A3]] from ''Modern Warfare'' appears in trailers and early screenshots, but was dropped from the final game, most likely in favor of the FAL.<br />
[[File:HK91A3.jpg|thumb|none|500px|Heckler & Koch HK91A3 - 7.62x51mm NATO]]<br />
[[File:Vlc 2009-09-03 10-20-00-79.png|thumb|none|600px|Pre-release airport security with the HK91.]]<br />
<br />
==Enfield L85==<br />
The kill-feed icon for the [[Enfield L85 rifle series#L86A1|L86 LSW]] in multiplayer depicts an [[L85]] with a SUSAT scope instead. Evidence suggests that the in-game L86 LSW was an L85 at one point during development: the unremoved kill-feed icon, and that the L86's texture sheet has the L85's 30-round magazine. The fact that the L86's maximum singleplayer ammo is 420 rounds, a number divisible by the 30-round L85 mags rather than the 100-round drums found on the in-game L86, also supports this idea.<br />
<br />
Seeing as the L86A1 in-game features the L85 handguard, it is likely that an L85A1 model was modified into the L86A1 model seen in the final game.<br />
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]<br />
[[File:L85_HUD_MW2.jpg|thumb|none|The L86's killfeed icon from multiplayer.]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Action]]<br />
[[Category:Covert-ops]]<br />
[[Category:Video Game]]<br />
[[Category:War]]<br />
[[Category:First-Person Shooter]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&diff=1541140Talk:Call of Duty: Black Ops2022-12-13T16:44:40Z<p>Fine cuisine: /* Infrared Scope */ its probably not as clean cut as previously described, now that i think about it</p>
<hr />
<div>See [[Talk:Call of Duty: Black Ops/Archive 1]] and [[Talk:Call of Duty: Black Ops/Archive 2]] for older discussions.<br />
<br />
= Weapons only found in game files =<br />
Many of these weapon models were tested or based on ''[[Call of Duty 4: Modern Warfare]]'' models.<br />
<br />
==Colt AR-15A3==<br />
An AR-15A3 model, use in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the "Commando". It was incorrectly referred to as the M4A1 Carbine, just like the previous Call of Duty game. The Commando was referred to as the "M4A1 Carbine" in the game files.<br />
[[File:ColtAR-15A3TacticalCarbine.jpg|thumb|none|450px|Colt AR-15A3 - 5.56x45mm NATO]]<br />
[[File:AR15A3BO1.jpg|thumb|none|600px|An AR-15A3 appears in the menu icon referred to as the M4A1 Carbine]]<br />
<br />
==HK MP5N==<br />
An MP5N model, used in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the MP5K. The MP5K was referred to as the "MP5" in the game files.<br />
[[File:Hk-mp5n.jpg|thumb|none|450px|HK MP5A3 with Navy trigger group - 9x19mm]]<br />
[[File:Mp5 ingame CoD BO.jpg|thumb|none|600px|An MP5N appears in the game]]<br />
<br />
= Live Action Commercial=<br />
<br />
==M1911A1==<br />
<br />
[[File:CODBOLiveActComM1911.jpg|thumb|none|600px|A chef fires two [[M1911A1]]s in different directions, an action that is impossible in game.]]<br />
<br />
==Mossberg 500==<br />
<br />
[[File:CODBOLiveActComRemington870.jpg|thumb|none|600px|The [[Mossberg 500]] being fired. This weapon is not ever available in the game but judging by the heatshield slapped attached, it may be standing in for the [[Ithaca 37|Ithaca 37 Stakeout]].]]<br />
[[File:CODBOLiveActComRemington870Closeup.jpg|thumb|none|600px|]]<br />
[[File:CODBOLiveActComRemington870FPS.jpg|thumb|none|600px|If you ever see yourself in a similar situation just remember, they're right behind you.]]<br />
[[File:CODBOLiveActComAUG&PumpShotgun.jpg|thumb|none|600px|See girls do play COD.]]<br />
<br />
==Mini Uzi==<br />
<br />
[[File:CODBOLiveActComMiniUzi.jpg|thumb|none|600px|A player firing his [[Mini Uzi]], which appears to be standing in for it's full sized counterpart actually seen in game.]]<br />
<br />
==AUG==<br />
<br />
[[File:CODBOLiveActComAUG&PumpShotgun.jpg|thumb|none|600px|The [[AUG]] in the background. Note the black finish, where the one in game is olive drab.]]<br />
[[File:CODBOLiveActComAUG.jpg|thumb|none|600px|]]<br />
<br />
==Colt M4A1==<br />
[[File:CODBOLiveActComM733.jpg|thumb|none|600px|"My emblem is bigger than yours".]]<br />
[[File:CODBOLiveActComAR15&M203.jpg|thumb|none|600px|Kobe Bryant of the NBA's Los Angeles Lakers with an [[M4A1]] with an [[M203]]. The "Mamba" emblem refers to his nickname, The Black Mamba.]]<br />
<br />
==WASR-2==<br />
<br />
[[File:CODBOLiveActComWASR2.jpg|thumb|none|600px|Hotel employee somehow gets into a shootout. Still not as crazy as spring break.]]<br />
[[File:CODBOLiveActComWASR2(2).jpg|thumb|none|600px|A "player" holds the [[Romanian WASR|WASR-2]] before getting blown to bits by a crossbow bolt.]]<br />
<br />
==RPG-7==<br />
<br />
[[File:CODBOLiveActComRPG7.jpg|thumb|none|600px|A player about to fire his [[RPG-7]] as he gives a sneak peak at a faction that did not make it into the final game. The all powerful Best Buy faction.]]<br />
[[File:CODBOLiveActComRPG7Kimmel.jpg|thumb|none|600px|Jimmy Kimmel (yes that Jimmy Kimmel) is about to fire the RPG-7. He humorously falls on his ass due to the back blast.]]<br />
<br />
==GE M134==<br />
<br />
[[File:CODBOLiveActComM134Huey.jpg|thumb|none|600px|The [[M134]] being fired from an UH-1 Huey.]]<br />
[[File:CODBOLiveActComM134Huey2.jpg|thumb|none|600px|Thats... one way to do your job in the demolition business.]]<br />
<br />
==Crossbow==<br />
<br />
[[File:CODBOLiveActComCrossbow.jpg|thumb|none|600px|The Crossbow about to be fired.]]<br />
<br />
= Miscellaneous Weapons =<br />
This section covers other throwables and melee weapons, as well as one trailer-only weapon.<br />
<br />
==Semtex Grenades==<br />
Semtex Grenades return from ''Modern Warfare 2''.<br />
<br />
==Decoy Grenades==<br />
<br />
What appears to be improvised grenades made out of rifle rounds can be used to create a decoy on enemy radars.<br />
<br />
== Tomahawk (Strider Hatchet) ==<br />
The Tomahawk is a thrown weapon occupying the lethal grenade slot, serving the same role as the throwing knife from ''[[Modern Warfare 2]]'' in multiplayer. In singleplayer, it's only available on the mission "Rebirth" after obtaining it from a Russian harbor worker and killing him with it. It is based on the medium variant of the Strider Hatchet and is anachronistic. An M-1910 hand axe would have been more appropriate.<br />
<br />
[[Image:Tomahawk-BO.jpg|thumb|none|600px|Tomahawk in Create-a-Class.]]<br />
[[Image:Tomahawk-BOthrow.jpg|thumb|none|400px|A Tomahawk being thrown.]]<br />
<br />
== Ballistic Knife ==<br />
The ballistic knife is a powerful melee weapon that available only in multiplayer and zombie modes. The knife is firing blades with a spring inside the body. Even though the ballistic knife does not appear in single player, its appearance in multiplayer could be seen as anachronistic, as the ballistic knife was not developed until the early 1980's.<br />
<br />
The ballistic knife in game also has an unrealistically long range, the real ballistic knife has a maximum range of only twenty to thirty feet while the blades in game travels near infinitely in an arc. <br />
<br />
[[Image:BK-BO.jpg|thumb|none|600px|The ballistic knife being reloaded.]]<br />
<br />
== Knife ==<br />
<br />
The Rambo II inspired knife returns in Call of Duty: Black Ops. It is still a one-hit kill, but unlike the previous versions, seems to cause a very large fountain of blood to appear after knifing an enemy.<br />
<br />
Even if the fact that this particular knife wasn't actually used by the military is ignored, its appearance in the 60s would be technically anachronistic since it was developed for the 1985 movie ''[[Rambo: First Blood Part II]]''.<br />
<br />
[[Image:Rambo_knife_2.JPG|thumb|none|400px|Rambo II Survival Knife]]<br />
[[Image:659px-KnifeBlackOpsMultiplayer.png|thumb|none|500px|The Knife in-game.]]<br />
<br />
== Prison Knife ==<br />
<br />
The Prison Knife is a melee weapon used in the mission "Vorkuta" in Call of Duty: Black Ops. It appears to be a jagged piece of scrap metal, similar to a 'shank' or 'shiv'. After Mason acquires another weapon, the prison knife is no longer equipped, and is only used by pressing the melee button. You can see blood on the blade, probably from stabbing the prison guard.<br />
<br />
[[Image:624px-Prisonknife.jpg|thumb|none|500px|The Prison Knife in-game.]]<br />
<br />
== Karambit Knife ==<br />
<br />
The Karambit Knife is a combat knife used in the mission "Executive Order". It is used to kill a Soviet soldier by sticking it into the soldier's spinal cord, killing him, allowing the player and Frank Woods to take their uniform and infiltrate the launch site. Though this blade is used only by US Federal Air Marshals currently, Mason and Woods could have used it instead of a normal blade to aid in the purpose of the mission. Unlike a normal blade, it is shaped like a jungle cat's claw. It is based on the Emerson Karambit Fixed Blade which makes it heavily anachronistic as Emerson Knives was founded in 1996.<br />
<br />
[[Image:561px-Karambit_Knife.jpg|thumb|none|500px|Karambit Knife in-game.]]<br />
<br />
== SOG Knife ==<br />
The SOG Knife is a special knife used by the Mason in the mission "Victor Charlie". This is the only time the SOG Knife is used. It is based on Randall Model 14 "Attack" with sawteeth and a micarta handle.<br />
<br />
[[Image:Shot0159.jpg|thumb|none|600px|SOG Knife in idle. Note the tally marks.]]<br />
[[Image:Shot0167.jpg|thumb|none|600px|SOG Knife been drawn.]]<br />
<br />
== Bowie Knife ==<br />
<br />
The Bowie Knife is a special melee weapon which can be bought for 3000 points in Der Riese, Kino der Toten and Five. It is larger and wider than the standard combat knife in Call of Duty: Black Ops (or any Call of Duty game for that matter). It increases Knife damage from 150 to 1150, making it a one-hit-kill for zombies from Round 1 to Round 11. It is a one-hit-kill to Hellhounds all the way up until the third hellround. <br />
<br />
[[Image:BowieKnifePolkCompetition2-1024.jpg|thumb|none|500px|The Bowie Knife in Real Life.]]<br />
<br />
[[Image:Bowie.jpg|thumb|none|400px|The Bowie Knife in-game.]]<br />
<br />
== M1942 Machete ==<br />
The M1942 Machete is featured in the campaign. It is used by the Vietcong and is carried in a plastic sheath by US marines and MACV SOG operatives.<br />
<br />
= Attachments =<br />
== Red Dot Sight ==<br />
The Israeli '''Elbit Falcon sight''' appears as the "Red Dot Sight" for the western weapons. Its depiction in the 1960s is anachronistic as the Falcon was produced in the 1980s.<br />
<br />
A fictionalized depiction of the Russian '''Kobra red dot sight''' appears as the "Red Dot Sight" for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was introduced in 1996 in reality.<br />
<br />
== Reflex Sight ==<br />
The Swedish '''Aimpoint Electronic''' also known as '''Aimpoint MarkII''' appears as the "Reflex Sight". The Aimpoint Electronic is the first red dot sight in history. It was invented in 1974 and launched in 1975, however, that means its appearance in the 1960s is anachronistic.<br />
<br />
== ACOG Scope ==<br />
The '''Colt 3×20 scope''' appears as the "ACOG Scope" for the western weapons. While the Colt scope was used in the Vietnam War, its appearance during the Bay of Pigs invasion is anachronistic considering that the earlier 3x20 version was developed around [http://www.sniperglass.com/Item/1028 1962].<br />
<br />
The Russian '''PK-A''' appears as the "ACOG Scope" for the Soviet weapons and the Galil. However, this is heavily anachronistic considering that it was developed around 2004.<br />
<br />
Equipping the AUG with an "ACOG Scope" turns it into an A1 version complete with a '''Swarovski scope''', however, the entire AUG platform is anachronistic.<br />
<br />
The XL 60 version of the '''SUSAT scope''' appears as the "ACOG Scope" for the Enfield. However, this is anachronistic considering that this iteration of the SUSAT appeared first on the XL 60 which itself was introduced after June 14, 1976. Also the left side of the scope appears to be a mirror of the right side.<br />
<br />
The actual Trijicon ACOG Scope really doesn't appear in the game, but its appearance would have been heavily anachronistic since it was introduced in 1987.<br />
<br />
== Infrared Scope ==<br />
The '''AN/PVS-3A night vision sight''' appears as the "Infrared Scope" for the western weapons. Its depiction in the 1960s is anachronistic as it was produced circa 1970, but it was used in the Vietnam War for M16s and XM21s. It is depicted with a reticle from the AN/PVS-4 night vision scope.<br />
<br />
The '''NSPU 1PN34''' appears as the "Infrared Scope" for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was developed in the 1970s. It is depicted with its proper reticle.<br />
<br />
Both the AN/PVS-3A and NSPU 1PN34 are depicted as dual band thermal/night vision optics, which is inaccurate to the real devices which are solely night vision devices; the concept of such dual band optics is also very anachronistic, appearing in the late 2000s at the earliest with fusion devices such as the AN/PSQ-20. Weirdly enough, the night vision sight appears to be a pale blue color, resembling the image from white phosphor image intensifiers; this is also anachronistic as white phosphor image intensifiers did not exist in the 1960s, and would not come into major use until the 1990s (in applications such as the AN/AVS-9's MX-10160 intensifiers). Both the PVS-3A and 1PN34 used green phosphor intensifiers and should produce a monochrome green image accordingly. <br />
<br />
The M41 ITAS sight on the BGM-71 TOW possesses a similar pale blue image but with no passive illumination of heat sources, which is also incorrect as TOW missile systems specifically used thermal optics (the M41 ITAS in particular is supposed to use second-generation FLIR).<br />
<br />
== Grip ==<br />
The '''Knight's Armament vertical grip''' appears as the "Grip" attachment, though some SMGs use their stocks to represent the grip attachment instead. The appearance of the KAC vertical grip in the 1960s is heavily anachronistic as the KAC rail adapter system and presumably foregrip became available in 1997.<br />
<br />
=Discussion=<br />
<br />
I just realize that the BUISs on the Commando looked kinda like Troy Industry sights and they they are...backwards. They are supposed to fold back down towards you and not forward [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:49, 1 April 2013 (EDT)<br />
<br />
== Regarding the HK21... ==<br />
<br />
Shouldn't an HK21E that feeds from magazines be referred to as an HK11E?<br />
As I understand the numbers: 21 = 7.62x51mm belt fed, 11 = 7.62x51mm magazine fed, 23 = 5.56x45mm belt fed and 13 = 5.56x45mm magazine fed.<br />
The original HK21 could be adapted to feed from G3 mags or drums but I don't know if the "E" for Export models could be modded in the same way.<br />
Is there an obvious visual difference between an HK21E with an adaptor kit and an HK11E? If so, which one is it that's in the game? [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 19:11, 10 April 2013 (EDT)<br />
<br />
: According to HKPro.com I was right - an HK21E adapted to fire from G3 mags or drums *is* an HK11E. I'll change the entry now. [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 20:33, 10 April 2013 (EDT)<br />
<br />
::From the images I get of the HK11, it has a G3-style magwell with no facility for a belt feed. If you look carefully at the in-game model of the HK21, it has a magwell but it ''also'' has a belt feed opening, so it's not right for an HK11. It also doesn't have the magazine adaptor on it that an HK21 would need to use G3 mags, so it's just wrong. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:26, 11 April 2013 (EDT)<br />
<br />
::On looking at it the HK21E in this game is a bodge job. Firstly, it has the belt feed from and HK21 not an HK21E. On the original HK21 the gun had a rectangular magazine well with an open side into which was inserted either a belt feed or a flat sided mag adapter (see [http://www.hkparts.net/shop/pc/HK21-Factory-Magazine-Adapter-RARE-p233.htm here], the fuller grey part in the middle is the adapter). On an HK21E the whole thing is replaced with a G3 style well, and in this case the gun does become an HK11E as this is the only difference. However the belt feed on the HK21E looks different, protruding much further out the left side of the gun and isn't as "tall" as this feed system. It uses some HK21E parts though like the stock, so it is a mess. Not to mention, as Evil Tim said, it is impossible on either gun to insert a magazine if there is a belt feed. However it is ''more'' possible on a regular HK21 as that always has a magazine well of a sort that is just blocked by the belt feed, as opposed to the HK21E where the whole thing is swapped out. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:04, 11 April 2013 (EDT)<br />
<br />
== Legacy zombie maps ==<br />
<br />
Should we have to include the weapons from the legacy zombie maps? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:26, 29 August 2013 (EDT)<br />
<br />
:I can only add that the WWII-guns, used in the Zombie maps, clearly taken from '''Wolrd at War'''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:42, 9 February 2016 (EST)<br />
<br />
== [[Call_of_Duty:_Black_Ops#82-PM-37|82-PM-37 mortar]] entry ==<br />
The square shape of the baseplate allows to identify the in-game weapon as BM-36, the predecessor of BM-37. The "PM" in the name is also incorrect because "PM" means "polkovoy minomet" ("regimental mortar"), and it was used for 120mm mortars while 82mm mortars were "BM"s ("batalyonny minomet" - "battalion mortar"). So my question: is "82-PM-37" the name used for this weapon in the game? If so, at least a clarification will be useful that the in-game image is of a different weapon. In case if the weapon is called in game with some generic name (like "a Soviet mortar"), it would be better to rename this entry. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:59, 26 October 2013 (EDT)<br />
<br />
==Enfield XL64E5==<br />
Since [[List of firearms used by British Armed Forces#Experimental|this page]] states that the weapon was produced from 1964 to 1970, then how come the weapon is described as "anachronistic" in the main article? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:53, 5 October 2014 (EDT)<br />
:Firstly, this was just a prototype weapon that never went into full production. Those dates are the period over which it was developed, so the prototype in this form would not be available until into the 70s whilst the level it appears in is set in 1968. Secondly, I think these dates might actually be wrong, but not sure as it is incredibly hard to come by solid data for these experimental weapons. I think that although earlier versions of the XL64 were finished in the early 70s, the final version (which was used in the NATO trials) which is depicted here, the XL64E5, was not finalised until 1976 or thereabouts. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 5 October 2014 (EDT)<br />
::Uh okay, thanks for the info. I've added to the main page that the EM-2 would be more accurate to the game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:04, 6 October 2014 (EDT)<br />
<br />
== Multiplayer set in the 1970s? ==<br />
<br />
I'm playing against the bots on Berlin Wall. One of the buildings is a music store, some of the albums are labeled, "Sounds of the '70s". So, I'm assuming the multiplayer portion takes place between 1970-1975 which would make some of the anachronistic weapons unanachronistic (excluding the campaign of course.) - [[User:1morey]] November 5, 2014 1:25 PM (EST)<br />
:If they were advertising "Sounds of the '70's," I would think that's definitely proof it's NOT in the seventies. If you listen to the radio, they never refer to the current decade ("Greatest hits of the seventies, eighties, nineties, and today!"). Given the DDR flag, I'm guessing eighties. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:33, 5 November 2014 (EST)<br />
::On Stadium, there are also references to the year 1972, so it can be assumed some multiplayer maps may take place further than 1968.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:53, 6 November 2014 (EST)<br />
<br />
== SVD ==<br />
Is it worth mentioning that the SVD has a safety lever of an AK and that the safety is on? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 04:31, 27 March 2015 (EDT)<br />
<br />
==Vz 58==<br />
I really wonder why(thinking about the time when the action takes place)they didn't included a Sa. Vz. 58 used by NVA.It is pretty modern and accurate compared to an Ak 47. [[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 05:48, 14 July 2015 (EDT)<br />
[[File:800px-Sa_58-JH01.jpg|thumb|none|600px|VZ 58 7.62x39]]<br />
[[File:WASR10.jpg|thumb|none|600px|WASR 10 7.62x39]]<br />
<br />
Pretty sure they didn't start using Vz 58s until after the Vietnam War. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:37, 16 April 2016 (EDT)<br />
<br />
== GP ==<br />
<br />
The GP grenade launcher doesn't have any quadrant sight in BO, unlike other CoD games. I will fix the info, but first, is it actually a GP-30? Probably yes, due to lack of support frame behind it; otherwise, we could assume that it is an actual GP-25, just like the game labels it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:43, 16 July 2015 (EDT)<br />
:Have you checked the third person model? In Blops 2 there's no sight in first person but there is one in third. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:25, 16 July 2015 (EDT)<br />
::Yeah, I checked it, and unlike BO2 the third-person model lacks the quadrant sight as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 16 July 2015 (EDT)<br />
:::I've changed the info on the page to GP-25. If there's anything that proves otherwise, such as the support frame stuff or something like that let us know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 15 August 2015 (EDT)<br />
::::EDIT (three years later) : in addition to that component, the in-game launcher has four ribs around the barrel, in the same setup as a GP-30 (while a GP-25 has three). Therefore, I'll edit it back to GP-30. On another note, the version in CoD4, MW2, MW3, and BO2 only has two ribs, for some weird reason. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:05, 28 July 2018 (EDT)<br />
<br />
== XM21 with IR Scope ==<br />
<br />
If you put the IR Scope on the M14, it becomes the XM21. [http://imageevent.com/willyp/firearmsalbums/usspringfieldxm21sniper;jsessionid=gef3ol6hr1.camel_s?p=55&n=1&m=-1&c=3&l=0&w=4&s=0&z=9 Look at the link right here.]<br />
:XM21 doesn't have a pistol grip and the IR scope in Blops isn't a PVS-2. Also IIRC the PVS-2 isn't an IR scope anyway, it's an image intensifier. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 21 November 2015 (EST)<br />
<br />
==Weapon Sights==<br />
Considering that this game takes place in the 1960s, wouldn't it be anachronistic for red dot sights and mid-ranged optics (is the ACOG anachronistic as well?) to appear in the game? Did they really exist back in the 1960s or this game, as with most of the guns, adopt the "screw the rules, they had prototypes" attitude? - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 19:54, 27 January 2016 (EST)<br />
:I believe most of them are anachronistic with the exception of the Colt "ACOG" 4x32 scope. The reflex sight appears to be the first Aimpoint from 1975, and I don't think the western red dot sight is even modeled on a real optic.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:58, 27 January 2016 (EST)<br />
::I looked into the concept of red dot sights more closely and came across the idea of reflector sights. They apparently existed since WW2 (although they were more commonly used on machine guns, AA cannons, and ship weaponry). I read that after WW2, custom and detachable weapon sights started appearing, but most likely very obscure and not so widespread. As for Infrared scopes and such, I think Germany made detachable scopes for the StG44 during WW2, including a prototype Infrared scope called the "Vampire". Then again, I'm not so certain about the plausibility of red dot sights, "reflex sights", and Infrared scopes as well as attachable weapon mounts (such as rails) for optics. - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 22:29, 27 January 2016 (EST)<br />
<br />
:::The STG44's setup was nicknamed the "Vampyr" because Germans. The same set-up was used by the US Military in the M3 Carbine. Any rail or scope mount would have to be a custom make because Weaver Rails were still a while away. I always got the vibe with Black Ops that they intended it to be set in the 1980's, what with all the more 80's equipment, but the higher ups made them go to the Vietnam era because the Nam era is a reasonably untapped genre, like WWI or the Spanish-American War. -- [[User:PaperCake|PaperCake]] 22:47, 27 January 2016 (EST)<br />
::::Don't forget this sight, it's mounted on a BAR--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:01, 28 January 2016 (EST)<br />
[[File:OM-BARa.jpg|thumb|600px|none|This movie came out in 1971, no idea how long this sight been around at that point. Nice suit.]]<br />
::::::That's just the scope from an M3 mounted on a BAR. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:05, 28 January 2016 (EST)<br />
:::::Was the PK-A that can be mounted on the AK around in the 60's? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:57, 28 January 2016 (EST)<br />
::::::I stand corrected....?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:48, 28 January 2016 (EST)<br />
<br />
The Red Dot Sight was first introduced in 1970, when Singlepiont appears in the Vietnam War. --[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:33, 15 April 2016 (EDT)<br />
<br />
== Commando in Black Ops ==<br />
<br />
I think the Commando is an Colt 733 With a Flattop (Colt M4 Commando)?<br />
<br />
[[File:Colt_M733_with_Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm]]<br />
<br />
It looks similar to the Colt M933, but is an M733 with Flattop. The Commando has an Flip Up Iron Sight in the game.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:40, 15 April 2016 (EDT)<br />
<br />
:Firstly, as far as I know there is no such thing as a Model 733 with a flat top, that is just a Model 933. What do you think the difference is? The gun in the game isn't a Model 933 or a 733 though, as regardless of the different design of rail, it also has a slickside upper receiver without a FA or BD. The closest match I can come up with would be a GAU-5A/A with a flash hider rather than the moderator (which was actually done) with a fictional/custom upper with a sight rail. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:37, 15 April 2016 (EDT)<br />
:: c552 is right about the Model 733/Model 933 remarks. I also concur with him about the game gun most closely resembling a GAU-5/A variant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 01:24, 16 April 2016 (EDT)<br />
<br />
:::What it really is, is a gun model made by people that don't actually know anything about guns. In video games a gun can be a whole slew of things do to a dev team's poor gun modeling skills/lack of knowledge. As evidenced by the sling that blocks the bolt release that's used in the reload animation. The main problem is that Treyarch felt the need to make it a flattop AR-15 even though they were never used or made in numbers in the 60s, why would mounting optics on a XM177 carrying handle be so bad? I agree that it seems to be a GAU-5/A with a made-up flattop upper and "filled in" flash hider, I also noticed it has partial magazine fencing too. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:43, 16 April 2016 (EDT)<br />
:::: There were experimental flat-top carbines back then, but as you said they were never actually used or issued. That said, I agree there's nothing wrong with actually having optics on the carry handle - indeed that was the case for the longest time. But it evidently doesn't follow their own rigidly self-imposed aesthetic for the game weapons. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:32, 16 April 2016 (EDT)<br />
<br />
The AR pictured above isn't ''exactly'' an M933, it looks like someone built themselves a lookalike. It has an A1 profile barrel, older slimline handguards, and no bayonet lug. A ''true'' M933 is simply an M4A1 with an 11.5" barrel, retaining the thicker barrel width, double heat shield handguards, and FSP with bayonet lug. That said, however, the Commando in this game is pure fictional franken gun, simply a way for Treyarch to include a "SOPMOD" AR long before the M4 was ever invented and justifying it with the weak excuse that "SOG can get whatever they want". [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:34, 16 April 2016 (EDT)<br />
:The Colt carbines are kind of a crap-shoot in regards to what features they have, with the 933 being available with or without a bayonet lug, A1 or A2 profile barrel, and either handguard. [http://www.autoweapons.com/photos10/apr/3240m16j.jpg Here] is another 933 with no lug, an A1 barrel, slim handguards and the M4 style stock, and [http://www.autoweapons.com/photos14/sep/vk340m16a.jpg here] is one to the same spec but with the wide handguards. From what I have seen it seems that the thin barrel and no bayonet lug is the most common option (which makes the most sense as this features are pretty useless on a barrel of this length). I believe that all of these images (including the original posted above) are real Colt weapons advertised on Autoweapons. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]])<br />
So I think it could be an GAU-5/A with Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:25, 16 April 2016 (EDT)<br />
[[File:GAU-5AA with A1 flash hider.jpg|thumb|450px|none|GAU-5A/A with A1 flash hider - 5.56x45mm]]<br />
:No, the GAU-5/A is a different gun with a 10" barrel, the game gun has a longer barrel more like the 11.5" barrel of the GAU-5A/A. This is the gun that you pictured above (which I have properly renamed as the image name was totally nonsensical). Also, when posting images use the code that I have changed it to above so that it is a thumbnail that can have a descriptive caption. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:29, 16 April 2016 (EDT)<br />
::I've rewritten the Commando section to try and have it make some sort of sense, and I noticed that there is an image where it is fitted with optics and has the front sight present (albeit vertically stunted) and the caption reads "Suppressed Colt Commando with Kobra sight. Note clan tag engraved on the charging handle. Also note that, unlike in the released game, the front sight is still present". Anybody know where this is from? Is it early promotional footage or from a beta or what? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:06, 16 April 2016 (EDT)<br />
<br />
I think the reason why it has a removable carry handle because Treyarch do the same Flip up sights to the Enfield, Famas, G11, Aug, and M60. So if these Iron Sight were not in the game, than the Commando would have the M16's Iron sights.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 13:32, 16 April 2016 (EDT)<br />
<br />
Someone who's not on IMFDB told me that he believes that the Commando is exactly the GAU-5A/A configuration about the USAF flash hider in place of the moderator) "''and the flat-topped receiver is not fictional but what appears to be a chopped off carry handle with a bolted on rail. According to [http://www.ar15.com/forums/t_3_118/573301_History_of_flattop_uppers____.html this discussion], this was done in the late 80s and early 90s before the introduction of actual flat-topped receivers. That is also the case with the M16 when mounted with sight attachments apparently. While the article mentions the Model 656 receiver as some kind of justification for the flat-topped receiver actually that's not the case as the BO version is just a chopped off version and this is yet another anachronism''". Ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:17, 15 July 2017 (EDT)<br />
<br />
I swear that everything in this game makes me think they intended it to be set in the 1980's rather than the 1960's. The story about brain-washing and rogue Soviet soldiers feels like a cheesy Cannon Films B movie rather than a 1960's set story. The inclusion of several 80's guns over the more proper arsenal that has already been established by previous games like Vietcong seem to back that theory up. Even the Vietnam elements feel more like 1980's CIA shittery than 1960's. I have no leads on the development team, but it feels like the game was intended to be in the 1980's and was just shifted over to the 60's last minute, which could explain how almost every gun is an anachronism. --[[User:PaperCake|PaperCake]] 14:26, 15 July 2017 (EST)<br />
<br />
Or the 1990's. Plus missions like "Executive Order" takes place in 1963, but in realism, it takes place in 1988. The mission "Rebirth" takes place in 1968, but it suppose to takes place in 1989. The mission "Numbers" takes place in 1968, but for realism, it takes place in 1990, and the mission "WMD" take place in 1968, but it should take place in 1997, which is 6 years after the cold war. Back to the Commando, I just figure out about the model. Treyarch wanted to make this gun like a combination with the older CAR-15s and the M4. The flattop rail was based on the MIL-STD-1913 scope rail, which never used in CAR-15s. When you look at the Commando on the E3 Demo, you can see the MIL-STD-1913 scope rail. The Troy Battle Sights was a modern 2000's sight, and the M203 was model after the M203A1. Black Ops was not suppose to go realism, but it was suppose to be more wacky unlike the Modern Warfare Series. Now, I heard rumors saying that the next Black Ops game was going to be a Vietnam Setting, but not as a wacky game, but focus on realism.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:05, 30 July 2019 (EDT)<br />
<br />
== Red Dot Sights ==<br />
<br />
Originally the RDS were Korba Sights, but on the AK47, AK-74U, and on the RPK, the RDS looks different. I trying to figure what kind of RDS it is.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:23, 10 July 2016 (EDT)<br />
<br />
== Commando Discussion ==<br />
<br />
I read the Topic, and I'm kinda want to search up some Variants of the Commando:<br />
<br />
XM177 Shorty (XM177 Short Barrel with A1 Flash Hider)<br />
<br />
GAU-5AA (On Topic)<br />
<br />
Colt 733 (M16A2/M4 Commando)<br />
<br />
Colt 933 (M4 Commando)<br />
<br />
<br />
Crossfire has the same gun (But a XM177 Flash Hider), and it's based on the Commando in Black Ops, and it was refer as M4 Commando (Also they have an XM177 with flattop).<br />
<br />
The M60, Enfield, G11, AUG, Famas has the same iron sights. So Colt 933 can't count (Plus the optics on the M16 has a flattop, so that could be like the commando).<br />
<br />
Honestly, I don't think this is a GAU-5AA, because I don't see why is it this gun.<br />
<br />
In my theory, this might be a Fictional XM177 with A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 02:49, 22 July 2017 (EDT)<br />
<br />
:XM177 is just the name used for the CAR-15 in US military use in Vietnam, a "fiction XM177 variant" ''is'' a CAR-15 variant. <br />
:Also, it would not be remotely realistic for the CIA to be using MP40s in the 1960s, or the Soviet Union to be using PPShs in the 1960s, and the AKMS doesn't fit as a substitute for a shortened AK because it's full-length. The RPG-7, meanwhile, entered service in 1958, which was before the Cuban Missile Crisis: it just didn't see ''combat'' until Vietnam in real life. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:18, 22 July 2017 (EDT)<br />
::Okay, I could agree with you, The RPG-7 was started in 1958, but it was in service in 1961 by the Soviets. In Cuba, the weapons were the FAL and some WW2 and Korean War Weapons. The RPG-7 first war was the Vietnam War, and it was use by the North Vietnamese and the VC in 1967. I was going to remove the WAW Gun, because it's not like realistic. I don't know the Commando is close to the GAU-5AA, I had to be honest.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 05:19, 22 July 2017 (EDT)<br />
:::To clarify why the GAU-5A/A is stated as the closest match, the reason is that it has the combination of a slickside upper and an 11.5" barrel. The XM177 has a shorter 10" barrel, whilst the XM177E2 has an A1 upper with a forward assist. If you don't know what I mean by this, check out the [[Colt AR-15 Identification Guide]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 21:23, 22 July 2017 (EDT)<br />
::::The in-game gun also appears to have a partial fence on the lower receiver (not a full one), which indeed matches the GAU-5A/A reference image that we have on the main page. By the way, the majority of the GAU-5A/A images that I found online have full fence lowers, while our reference image (with the moderator replaced) is an exception; are there any other images out there with partial fence lowers? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:30, 6 October 2020 (EDT)<br />
<br />
== Models ==<br />
<br />
<br />
I was looking though some models for the AUG, M14, WA2000, and M60. I don't know if it's based on the models from 007 QoS.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 23:45, 12 April 2018 (EDT)<br />
<br />
== ray gun ==<br />
<br />
Where are the wonder weapons like the ray gun<br />
http://callofduty.wikia.com/wiki/Ray_Gun<br />
[[User:IRMacGuyver|IRMacGuyver]] ([[User talk:IRMacGuyver|talk]]) 08:27, 14 August 2018 (EDT)<br />
:The silly ray gun doesn't really qualify for inclusion. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:28, 14 August 2018 (EDT)<br />
<br />
== Two-handed pistol shooting ==<br />
<br />
Is it period accurate to see the two-handed technique being used by almost all characters between 1961 and 1968 in the game? I'm reading that it was invented in 1959 (in this specific case the Weaver stance), but I wonder how much time it took for the technique to have become widespread enough. I suppose that if it became quickly popular, this would have been reflected in the movies of that era, which is not the case, as in a significant number of 1960s-1970s movies the handguns are still held with one hand (well, not all filmmakers must have automatically become familiar with the new stance, but still). There are some exceptions, but in these specific cases it's because the character is practice firing and not participating in actual combat; [[Last Adventure, The#Luger P08|here's]] an example (that's one of the earliest media appearances that I know regarding two-handed firing). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:37, 27 October 2018 (EDT)<br />
<br />
:Now let's start with a brief overview. The earliest pistol grip technique is the one-handed or "bullseye". As we know for certain, this was common up until at least WW2. Some believe that this stance [https://www.reddit.com/r/AskHistorians/comments/26hcyv/why_were_soldiers_and_policemen_originally/ originated in the 18-19th century duels when it made sense to present as narrow a figure as possible to your opponent by standing sideways and firing one-handed]. As for the [https://callofduty.wikia.com/wiki/File:Delta_Force_Five_Seven_MW3.jpg grip featured in CoD games], it is not actually a weaver but a [https://www.armystudyguide.com/content/army_board_study_guide_topics/m9/grip-techniques-used-with.shtml "palm-supported grip" also known as "cup and saucer grip"] or "teacup grip". The saucer grip appears to be [https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.chzbgr.com%2Ffull%2F3197724928%2Fh8C2F490E%2F&imgrefurl=https%3A%2F%2Fcheezburger.com%2F3197724928&docid=p365NpQm3Y9W4M&tbnid=NVV7JAALiZ7G5M%3A&vet=10ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg..i&w=492&h=488&bih=609&biw=1366&q=cup%20and%20saucer%20grip&ved=0ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg&iact=mrc&uact=8 mocked and dismissed as impractical hollywoodism]. It is believed that it can be [http://firearmshistory.blogspot.com/2012/05/handgun-shooting-positions-bad-stances.html traced back to the revolver era of the Wild West and for a number of reasons it is ineffective with modern guns]. In spite of this, however, in [https://youtu.be/jP7J-JNSUu4?t=283 this video] we can clearly see that the saucer grip was taught back in WW2. In summary, the bullseye and saucer grips were both used in WW2 and I believe that was also the case in Vietnam. As for the actual weaver, I don't think I have ever seen a movie or archival footage of it being used back then, I suppose it was just a novelty in the first few decades. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:48, 27 October 2018 (EDT)<br />
::So, the Weaver stance is not the first two-handed technique. But then my original question still stands, being whether the two-handed grip in general (not necessarily the Weaver) was used frequently enough in combat during the 1960s or not (as in, not merely for training purposes), and if it would have been more appropriate to see one-handed shooting for most part. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:21, 28 October 2018 (EDT)<br />
:::I think we can't say if one technique was used more or less back then, all we can do is acknowledge if the given method existed. You see, it's a personal preference, as we can see in the WW2 training video, the two handed stance is more useful when crouching while one handed might have its benefits when standing so really it is a very situational thing. Also bear in mind that COD doesn't even try to portray such details in a realistic manner, I'm pretty sure that their inspiration comes from movies like Platoon or Full Metal Jacket. Considering that BO actually shows both grips (the ASP is one handed) I say that they should at least get credit for portraying both techniques. On another note, I'm just rewatching Terminator 2 and noticed how the T1000 was firing his gun one handed and that made sense since having a mechanical arm would have enough strength and this takes me back to BO3 where it is quite funny how your character uses two handed grip despite having cyborg arms. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:42, 29 October 2018 (EDT)<br />
<br />
::::"''bear in mind that COD doesn't even try to portray such details in a realistic manner''"<br />
<br />
::::[http://youtu.be/Ep85AkCkk-U?t=59 No shit!]<br />
<br />
::::<nowiki>:P</nowiki> Now on a more serious note, that's the thing, the two-handed technique is shown as the most widespread in the game, even when standing. Mind you, the ASP is the only pistol shown fired one-handed during normal gameplay (as in, not during some scripted campaign sequences) - except when a player is downed and his third-person model also does this on all handguns, but that's another story. The thing with the ASP is that it only occurs in first-person view; heck, [http://callofduty.wikia.com/wiki/File:National_Revolutionary_Police_Force_member_Operation_40_BO.JPG just see] how the Cuban police officers are seen firing their ASPs in a level set in 1961; seems a bit far-fetched, don't ya think? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:47, 4 November 2018 (EST)<br />
<br />
On another note, just talking about all these things in the game:<br />
''"We use a lot of gun reference materials and spend a lot of time researching pre-production weapons. We basically make a list of every gun even remotely near our time period, some before some after – '''because if it's a prototype weapon you don't know what year it was introduced'''. And if you're an SOG officer, you're the perfect person to test these weapons."''<br />
<br />
Bravo. Seriously, I even like it. These guys say that "oh, how we explore all this", but they don't even know when this or that weapon was created. On their spot, I would just honestly admit: "well, we just go to the Google Pictures, typing "weapons prototypes", and chose those we liked without thinking about anything," rather than trying to make a good face over a bad game. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:41, 22 May 2019 (EDT)<br />
<br />
== Quality Image Dump Part 2: Electric Boogaloo ==<br />
<br />
I'm about to upload some new images for this page, anyone is free to start putting them onto the page as they wish.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 9 January 2019 (EST)<br />
<br />
<br />
I'll start putting them on soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:37, 9 January 2019 (EST)<br />
<br />
:[[File:CODBO BrowningMG.jpg|thumb|none|600px|]] What is this machine gun? I know I've seen Browning M2 style machine guns with that barrel stabilizer but I can't figure out which one it is for the life of me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 9 January 2019 (EST)<br />
<br />
::I also stumbled upon the same strange gun when researching the vehicle it's mounted on but didn't find anything. The vehicle is a Vietnam War gun truck and these appear to have been armed with pretty standard weaponry, M60 and M2s, nothing out of the ordinary. I don't know why but I have the feeling it's some kind of water cannon maybe modeled after something used in anti war protests of the period. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:05, 10 January 2019 (EST)<br />
<br />
OK. I did the image replacements for the lower-quality sections. For the rest though, sometimes I will find an image that I don't know how to caption, and other times I feel like you've missed some important images (like the idle state image for the one-handed ASP), so I don't feel that confident going through the edit just yet. Can you help with adding some of the sections and maybe check if I missed any important images? Thanks. (and maybe check if I missed any images for your MW2 uploads too)<br />
<br />
In the end though I do expect all of the old images and the old non 16:9 images to be completely replaced. (the TT-33 images for example are 1,440 × 900, which is 16:10)--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:03, 11 January 2019 (EST)<br />
:OK, I have a little trouble figuring out which of those images are 16:10 so let me know which others need replacement. I'll be going through a lot of the uploads though, thanks for your help.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:33, 12 January 2019 (EST)<br />
<br />
A suggestion: when screencapping scope reticles, you should aim at bright areas to make the reticle contrast more strongly with the background. Currently some of your scope images (SVD, PSG-1) have very dark or confusing backgrounds that makes it harder to see the reticle. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:40, 12 January 2019 (EST)<br />
:Yeah I'll get better versions for those two, I usually try to do that with ADS images so every detail is easy to make out.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:53, 12 January 2019 (EST)<br />
<br />
== Ithaca 37 "Stakeout" anachronistic (SN/Date ranges) ==<br />
<br />
Apparently the page had received an overhaul, as there were some gaps in the page. That's fine and much appreciated, but oddly the fact that the Ithaca 37 "Stakeout" is anachronistic has been removed. Well, in case it was due to a lack of information on production dates, I found this site that provides information (with a source) on the serial number ranges for all shotguns made by the Ithaca Gun Co, and apparently the Stakeout was made from 1981 starting in the 371xxxxxxHG** range, to 1993, with the last serial number ending around 372000533. Just though this might be useful. As such, a sawn off Remington Model 870, sawn off Stevens 620A or a Model 37 S-Prefix "Trench gun" would probably suit the 1960s timeline better.<br />
<br />
https://ithacagun.com/serial-numbers/<br />
:Thanks for the info; such input is much appreciated. One thing, though: make sure to sign your talk page posts, by typing "<nowiki>~~~~</nowiki>" without the quotes, or by hitting the pencil icon at the top-left of the editing box. Just a heads-up. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:50, 25 April 2019 (EDT)<br />
<br />
== AR-18 ==<br />
<br />
Just started work on a video project centering around this game, and while taking a close look at the intro cutscene to the "Operation 40" level, I noticed there's a brief glimpse of a guy [https://i.imgur.com/fOqXPRY.jpg training with an AR-18]. The guy to his right looks to be using an M1 Carbine with the post-war upgrades as well. Didn't know whether to put it on the main page or in the misc section here. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 16:36, 8 May 2019 (EDT)<br />
:Absolutely, it deserves a spot on the main page - the ''BOII'' page has a section for [[L85A2]]s that only appear in a cutscene, after all. Nice find. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 8 May 2019 (EDT)<br />
::IMO I think images of stock footage weapons should have their own section, like what I did with the RPD and M79 down at the bottom. It looks kind of misleading to see the AR-18 listed in the Table of Contents at the top of the page when it is not actually a usable weapon in the game. Also, the Crossbow also listed on the bottom is apparently made from an AR-18 lower receiver anyway, so we could merge the entries. That's my two cents --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 17 May 2019 (EDT)<br />
:::I support merging the stock footage weapons into their own section. However, I don't support merging the AR-18 with the Crossbow, due to their vastly different mechanisms. What do you think, Kadorhal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:33, 17 May 2019 (EDT)<br />
<br />
== M1911 one handed rack ==<br />
<br />
I'm curious about the way the character racks the slide with one hand. According to some random dudes that's "[https://www.youtube.com/watch?v=XkwhTTwKmJg Physically impossible]" so my question is, are they right? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:53, 14 May 2019 (EDT)<br />
:Well, [http://youtu.be/-E-FxtDJLAk?t=75 at least with a single pistol] it's possible. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:57, 15 May 2019 (EDT)<br />
::Very nice! Even though I'm pretty sure actual operators wouldn't employ it in an actual combat yet it's still cool. Interestingly, the character in BO3 also does it with his cybernetic arms which I suppose would be even more easier and efficient. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:58, 15 May 2019 (EDT)<br />
:::I've read somewhere that soldiers have been trained to do it that way in case of injury, and Treyarch took the inspiration from this, although I don't know if it's exactly the case. On another note, you also have the [http://youtu.be/fOrYM-nuBO4 one-handed press check]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 19 May 2019 (EDT)<br />
::::On other videos I've also seen them recommend in case of injury to press the front of the slide against a wall or something or to clutch it between your thighs. But I gotta give props to Treyarch, they somehow managed to find the tacticoolest and rarest one handed reload haha the video you provided is literally the only place I've seen it IRL. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:19, 19 May 2019 (EDT)<br />
:::::In fairness though (I should have mentioned it much earlier but I forgot), the guy in the video was just releasing the slide with that technique, and not pulling it back from its original position as in BO1 and BO3. Though I wouldn't be surprised if the latter were possible IRL. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 30 May 2019 (EDT)<br />
<br />
== Question about Spetnatz's Guns ==<br />
<br />
I was wondering, if there proofs that Soviet Armed Forces used Warsaw Pact guns like [[PM-63]], [[Vz. 61 Skorpion]],AMD-63, etc? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:30, 23 May 2019 (EDT)<br />
::I doubt it. Firstly, they were brand new weapons when BO takes place and as we know, it takes some time before a new weapon goes into widespread use. Secondly, the Soviets had a very strong arms industry on their own so it wouldn't make sense for them to use Warsaw Pact guns even though I presume they could have obtained them easily. But we must also take into account that in BO they even use NATO weaponry from the future so this makes it an alternate reality anyway. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:21, 23 May 2019 (EDT)<br />
<br />
What do you mean by spetsnaz? Ordinary troops, of course not. But the Alpha antiterror group used Scorpion, although they did not exist until 1974. If we mean the special OGPU/NKVD/KGB units, then they used everything they wanted, including American submachine guns, sniper rifles, etc., without worrying about their origin (the USSR in general was extremely double-minded in this regard, not hesitating to buy anything from its "enemies", if they don't have it yourself; and this tendency, I will tell you in confidence, is still relevant), just in the best spirit of these very video games. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:34, 23 May 2019 (EDT)<br />
:Kiparis, by the way, was developed under the direct impression by the Scorpion, but was not put into use, as it was replaced by the AKS-74U for the unification of ammo and spare parts. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 12:55, 24 May 2019 (EDT)<br />
<br />
==Do we really need all the alternative options?==<br />
While these alternative options provide some interesting historical context, do we really need all of them? Some of the alternatives are becoming more and more fringe and are degenerating into speculation on what the developers intended a weapon to be, and some of the suggestions I just find are plain unnecessary, like suggesting alternatives for the Minigun. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:01, 28 May 2019 (EDT)<br />
:While I certainly agree that stuff like the minigun is kinda beyond saving, I think that the alternatives should definitely stay. There are a few that are a bit... out there, sure, but for the most part, they provide interesting historical and technical information, introduce people to guns they might not've been familiar with, and makes the page seem more constructive. If anything, I'd been thinking about adding these sorts of notes to other pages; it lets us teach not only what's wrong, but what's right. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:27, 28 May 2019 (EDT) P.S.: Man, did that last bit sound pretentious. I'm sorry to everybody that had to read that, but the point still stands.<br />
:: The point is to ID the weapons used - that means describing what's there, not rambling about what isn't. Anything that is speculation or supposition should be done away with. As for any (actually accurate) technical or historical info, some is fine but at a certain point it's too much and comes off as overly encyclopedic.. and we're not supposed to be a gun encyclopedia. At the very least keep any factual 'should be' details simple and again factual; leave out anything along the lines of 'it could be..'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 28 May 2019 (EDT)<br />
:::Yeah, some recent additions were pushing it a bit, but notable/accurate alternatives (such as the Stechkin APS, S&W Model 39, Sa vz. 23, Ithaca 37 Trench Gun, Remington 1100, SA-7 Grail, XM191, etc.) should definitely be kept. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:59, 29 May 2019 (EDT)<br />
::::In addition, I think that for Vietnam, Stevens 77E would be an even more suitable choice (and some of them - this is interesting - subsequently ended up in the USSR). However, I am afraid to once again clutter up the article, so I will leave it at your discretion. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:54, 27 June 2020 (EDT)<br />
<br />
== PK-AV ==<br />
<br />
I think this designation refers to the PK-A Venezuela contract variant, which has an Aimpoint-looking battery slot along the bottom left side of the optic that isn't present on the in-game model; I think it should probably just be listed as "PK-A."--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 4 December 2020 (EST) EDIT - nevermind, "PK-AV" must be the translation of "ПK-AB," but the sight still looks more like the basic PK-A or whatever it is rather than that variant.<br />
<br />
:Done. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:57, 17 August 2022 (EDT)</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&diff=1539784Talk:Call of Duty: Black Ops2022-12-08T17:52:12Z<p>Fine cuisine: /* Infrared Scope */ lol</p>
<hr />
<div>See [[Talk:Call of Duty: Black Ops/Archive 1]] and [[Talk:Call of Duty: Black Ops/Archive 2]] for older discussions.<br />
<br />
= Weapons only found in game files =<br />
Many of these weapon models were tested or based on ''[[Call of Duty 4: Modern Warfare]]'' models.<br />
<br />
==Colt AR-15A3==<br />
An AR-15A3 model, use in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the "Commando". It was incorrectly referred to as the M4A1 Carbine, just like the previous Call of Duty game. The Commando was referred to as the "M4A1 Carbine" in the game files.<br />
[[File:ColtAR-15A3TacticalCarbine.jpg|thumb|none|450px|Colt AR-15A3 - 5.56x45mm NATO]]<br />
[[File:AR15A3BO1.jpg|thumb|none|600px|An AR-15A3 appears in the menu icon referred to as the M4A1 Carbine]]<br />
<br />
==HK MP5N==<br />
An MP5N model, used in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the MP5K. The MP5K was referred to as the "MP5" in the game files.<br />
[[File:Hk-mp5n.jpg|thumb|none|450px|HK MP5A3 with Navy trigger group - 9x19mm]]<br />
[[File:Mp5 ingame CoD BO.jpg|thumb|none|600px|An MP5N appears in the game]]<br />
<br />
= Live Action Commercial=<br />
<br />
==M1911A1==<br />
<br />
[[File:CODBOLiveActComM1911.jpg|thumb|none|600px|A chef fires two [[M1911A1]]s in different directions, an action that is impossible in game.]]<br />
<br />
==Mossberg 500==<br />
<br />
[[File:CODBOLiveActComRemington870.jpg|thumb|none|600px|The [[Mossberg 500]] being fired. This weapon is not ever available in the game but judging by the heatshield slapped attached, it may be standing in for the [[Ithaca 37|Ithaca 37 Stakeout]].]]<br />
[[File:CODBOLiveActComRemington870Closeup.jpg|thumb|none|600px|]]<br />
[[File:CODBOLiveActComRemington870FPS.jpg|thumb|none|600px|If you ever see yourself in a similar situation just remember, they're right behind you.]]<br />
[[File:CODBOLiveActComAUG&PumpShotgun.jpg|thumb|none|600px|See girls do play COD.]]<br />
<br />
==Mini Uzi==<br />
<br />
[[File:CODBOLiveActComMiniUzi.jpg|thumb|none|600px|A player firing his [[Mini Uzi]], which appears to be standing in for it's full sized counterpart actually seen in game.]]<br />
<br />
==AUG==<br />
<br />
[[File:CODBOLiveActComAUG&PumpShotgun.jpg|thumb|none|600px|The [[AUG]] in the background. Note the black finish, where the one in game is olive drab.]]<br />
[[File:CODBOLiveActComAUG.jpg|thumb|none|600px|]]<br />
<br />
==Colt M4A1==<br />
[[File:CODBOLiveActComM733.jpg|thumb|none|600px|"My emblem is bigger than yours".]]<br />
[[File:CODBOLiveActComAR15&M203.jpg|thumb|none|600px|Kobe Bryant of the NBA's Los Angeles Lakers with an [[M4A1]] with an [[M203]]. The "Mamba" emblem refers to his nickname, The Black Mamba.]]<br />
<br />
==WASR-2==<br />
<br />
[[File:CODBOLiveActComWASR2.jpg|thumb|none|600px|Hotel employee somehow gets into a shootout. Still not as crazy as spring break.]]<br />
[[File:CODBOLiveActComWASR2(2).jpg|thumb|none|600px|A "player" holds the [[Romanian WASR|WASR-2]] before getting blown to bits by a crossbow bolt.]]<br />
<br />
==RPG-7==<br />
<br />
[[File:CODBOLiveActComRPG7.jpg|thumb|none|600px|A player about to fire his [[RPG-7]] as he gives a sneak peak at a faction that did not make it into the final game. The all powerful Best Buy faction.]]<br />
[[File:CODBOLiveActComRPG7Kimmel.jpg|thumb|none|600px|Jimmy Kimmel (yes that Jimmy Kimmel) is about to fire the RPG-7. He humorously falls on his ass due to the back blast.]]<br />
<br />
==GE M134==<br />
<br />
[[File:CODBOLiveActComM134Huey.jpg|thumb|none|600px|The [[M134]] being fired from an UH-1 Huey.]]<br />
[[File:CODBOLiveActComM134Huey2.jpg|thumb|none|600px|Thats... one way to do your job in the demolition business.]]<br />
<br />
==Crossbow==<br />
<br />
[[File:CODBOLiveActComCrossbow.jpg|thumb|none|600px|The Crossbow about to be fired.]]<br />
<br />
= Miscellaneous Weapons =<br />
This section covers other throwables and melee weapons, as well as one trailer-only weapon.<br />
<br />
==Semtex Grenades==<br />
Semtex Grenades return from ''Modern Warfare 2''.<br />
<br />
==Decoy Grenades==<br />
<br />
What appears to be improvised grenades made out of rifle rounds can be used to create a decoy on enemy radars.<br />
<br />
== Tomahawk (Strider Hatchet) ==<br />
The Tomahawk is a thrown weapon occupying the lethal grenade slot, serving the same role as the throwing knife from ''[[Modern Warfare 2]]'' in multiplayer. In singleplayer, it's only available on the mission "Rebirth" after obtaining it from a Russian harbor worker and killing him with it. It is based on the medium variant of the Strider Hatchet and is anachronistic. An M-1910 hand axe would have been more appropriate.<br />
<br />
[[Image:Tomahawk-BO.jpg|thumb|none|600px|Tomahawk in Create-a-Class.]]<br />
[[Image:Tomahawk-BOthrow.jpg|thumb|none|400px|A Tomahawk being thrown.]]<br />
<br />
== Ballistic Knife ==<br />
The ballistic knife is a powerful melee weapon that available only in multiplayer and zombie modes. The knife is firing blades with a spring inside the body. Even though the ballistic knife does not appear in single player, its appearance in multiplayer could be seen as anachronistic, as the ballistic knife was not developed until the early 1980's.<br />
<br />
The ballistic knife in game also has an unrealistically long range, the real ballistic knife has a maximum range of only twenty to thirty feet while the blades in game travels near infinitely in an arc. <br />
<br />
[[Image:BK-BO.jpg|thumb|none|600px|The ballistic knife being reloaded.]]<br />
<br />
== Knife ==<br />
<br />
The Rambo II inspired knife returns in Call of Duty: Black Ops. It is still a one-hit kill, but unlike the previous versions, seems to cause a very large fountain of blood to appear after knifing an enemy.<br />
<br />
Even if the fact that this particular knife wasn't actually used by the military is ignored, its appearance in the 60s would be technically anachronistic since it was developed for the 1985 movie ''[[Rambo: First Blood Part II]]''.<br />
<br />
[[Image:Rambo_knife_2.JPG|thumb|none|400px|Rambo II Survival Knife]]<br />
[[Image:659px-KnifeBlackOpsMultiplayer.png|thumb|none|500px|The Knife in-game.]]<br />
<br />
== Prison Knife ==<br />
<br />
The Prison Knife is a melee weapon used in the mission "Vorkuta" in Call of Duty: Black Ops. It appears to be a jagged piece of scrap metal, similar to a 'shank' or 'shiv'. After Mason acquires another weapon, the prison knife is no longer equipped, and is only used by pressing the melee button. You can see blood on the blade, probably from stabbing the prison guard.<br />
<br />
[[Image:624px-Prisonknife.jpg|thumb|none|500px|The Prison Knife in-game.]]<br />
<br />
== Karambit Knife ==<br />
<br />
The Karambit Knife is a combat knife used in the mission "Executive Order". It is used to kill a Soviet soldier by sticking it into the soldier's spinal cord, killing him, allowing the player and Frank Woods to take their uniform and infiltrate the launch site. Though this blade is used only by US Federal Air Marshals currently, Mason and Woods could have used it instead of a normal blade to aid in the purpose of the mission. Unlike a normal blade, it is shaped like a jungle cat's claw. It is based on the Emerson Karambit Fixed Blade which makes it heavily anachronistic as Emerson Knives was founded in 1996.<br />
<br />
[[Image:561px-Karambit_Knife.jpg|thumb|none|500px|Karambit Knife in-game.]]<br />
<br />
== SOG Knife ==<br />
The SOG Knife is a special knife used by the Mason in the mission "Victor Charlie". This is the only time the SOG Knife is used. It is based on Randall Model 14 "Attack" with sawteeth and a micarta handle.<br />
<br />
[[Image:Shot0159.jpg|thumb|none|600px|SOG Knife in idle. Note the tally marks.]]<br />
[[Image:Shot0167.jpg|thumb|none|600px|SOG Knife been drawn.]]<br />
<br />
== Bowie Knife ==<br />
<br />
The Bowie Knife is a special melee weapon which can be bought for 3000 points in Der Riese, Kino der Toten and Five. It is larger and wider than the standard combat knife in Call of Duty: Black Ops (or any Call of Duty game for that matter). It increases Knife damage from 150 to 1150, making it a one-hit-kill for zombies from Round 1 to Round 11. It is a one-hit-kill to Hellhounds all the way up until the third hellround. <br />
<br />
[[Image:BowieKnifePolkCompetition2-1024.jpg|thumb|none|500px|The Bowie Knife in Real Life.]]<br />
<br />
[[Image:Bowie.jpg|thumb|none|400px|The Bowie Knife in-game.]]<br />
<br />
== M1942 Machete ==<br />
The M1942 Machete is featured in the campaign. It is used by the Vietcong and is carried in a plastic sheath by US marines and MACV SOG operatives.<br />
<br />
= Attachments =<br />
== Red Dot Sight ==<br />
The Israeli '''Elbit Falcon sight''' appears as the "Red Dot Sight" for the western weapons. Its depiction in the 1960s is anachronistic as the Falcon was produced in the 1980s.<br />
<br />
A fictionalized depiction of the Russian '''Kobra red dot sight''' appears as the "Red Dot Sight" for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was introduced in 1996 in reality.<br />
<br />
== Reflex Sight ==<br />
The Swedish '''Aimpoint Electronic''' also known as '''Aimpoint MarkII''' appears as the "Reflex Sight". The Aimpoint Electronic is the first red dot sight in history. It was invented in 1974 and launched in 1975, however, that means its appearance in the 1960s is anachronistic.<br />
<br />
== ACOG Scope ==<br />
The '''Colt 3×20 scope''' appears as the "ACOG Scope" for the western weapons. While the Colt scope was used in the Vietnam War, its appearance during the Bay of Pigs invasion is anachronistic considering that the earlier 3x20 version was developed around [http://www.sniperglass.com/Item/1028 1962].<br />
<br />
The Russian '''PK-A''' appears as the "ACOG Scope" for the Soviet weapons and the Galil. However, this is heavily anachronistic considering that it was developed around 2004.<br />
<br />
Equipping the AUG with an "ACOG Scope" turns it into an A1 version complete with a '''Swarovski scope''', however, the entire AUG platform is anachronistic.<br />
<br />
The XL 60 version of the '''SUSAT scope''' appears as the "ACOG Scope" for the Enfield. However, this is anachronistic considering that this iteration of the SUSAT appeared first on the XL 60 which itself was introduced after June 14, 1976. Also the left side of the scope appears to be a mirror of the right side.<br />
<br />
The actual Trijicon ACOG Scope really doesn't appear in the game, but its appearance would have been heavily anachronistic since it was introduced in 1987.<br />
<br />
== Infrared Scope ==<br />
The '''AN/PVS-3A night vision sight''' appears as the "Infrared Scope" for the western weapons. Its depiction in the 1960s is anachronistic as it was produced circa 1970, but it was used in the Vietnam War for M16s and XM21s. It is depicted with a reticle from the AN/PVS-4 night vision scope.<br />
<br />
The '''NSPU 1PN34''' appears as the "Infrared Scope" for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was developed in the 1970s. It is depicted with its proper reticle.<br />
<br />
Both the AN/PVS-3A and NSPU 1PN34 are depicted as dual band thermal/night vision optics, which is inaccurate to the real devices which are solely night vision devices; the concept of such dual band optics is also very anachronistic, appearing in the late 2000s at the earliest with fusion devices such as the AN/PSQ-20. Weirdly enough, the night vision sight appears to be a pale blue color, resembling the image from white phosphor image intensifiers; this is also anachronistic as white phosphor image intensifiers would not exist until the 1990s (such as MX-10160 intensifiers with the AN/AVS-9). Both the PVS-3A and 1PN34 used green phosphor intensifiers and should produce a monochrome green image accordingly. <br />
<br />
The M41 ITAS sight on the BGM-71 TOW possesses a similar pale blue image but with no passive illumination of heat sources, which is also incorrect as TOW missile systems specifically used thermal optics (the M41 ITAS in particular is supposed to use second-generation FLIR).<br />
<br />
== Grip ==<br />
The '''Knight's Armament vertical grip''' appears as the "Grip" attachment, though some SMGs use their stocks to represent the grip attachment instead. The appearance of the KAC vertical grip in the 1960s is heavily anachronistic as the KAC rail adapter system and presumably foregrip became available in 1997.<br />
<br />
=Discussion=<br />
<br />
I just realize that the BUISs on the Commando looked kinda like Troy Industry sights and they they are...backwards. They are supposed to fold back down towards you and not forward [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:49, 1 April 2013 (EDT)<br />
<br />
== Regarding the HK21... ==<br />
<br />
Shouldn't an HK21E that feeds from magazines be referred to as an HK11E?<br />
As I understand the numbers: 21 = 7.62x51mm belt fed, 11 = 7.62x51mm magazine fed, 23 = 5.56x45mm belt fed and 13 = 5.56x45mm magazine fed.<br />
The original HK21 could be adapted to feed from G3 mags or drums but I don't know if the "E" for Export models could be modded in the same way.<br />
Is there an obvious visual difference between an HK21E with an adaptor kit and an HK11E? If so, which one is it that's in the game? [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 19:11, 10 April 2013 (EDT)<br />
<br />
: According to HKPro.com I was right - an HK21E adapted to fire from G3 mags or drums *is* an HK11E. I'll change the entry now. [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 20:33, 10 April 2013 (EDT)<br />
<br />
::From the images I get of the HK11, it has a G3-style magwell with no facility for a belt feed. If you look carefully at the in-game model of the HK21, it has a magwell but it ''also'' has a belt feed opening, so it's not right for an HK11. It also doesn't have the magazine adaptor on it that an HK21 would need to use G3 mags, so it's just wrong. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:26, 11 April 2013 (EDT)<br />
<br />
::On looking at it the HK21E in this game is a bodge job. Firstly, it has the belt feed from and HK21 not an HK21E. On the original HK21 the gun had a rectangular magazine well with an open side into which was inserted either a belt feed or a flat sided mag adapter (see [http://www.hkparts.net/shop/pc/HK21-Factory-Magazine-Adapter-RARE-p233.htm here], the fuller grey part in the middle is the adapter). On an HK21E the whole thing is replaced with a G3 style well, and in this case the gun does become an HK11E as this is the only difference. However the belt feed on the HK21E looks different, protruding much further out the left side of the gun and isn't as "tall" as this feed system. It uses some HK21E parts though like the stock, so it is a mess. Not to mention, as Evil Tim said, it is impossible on either gun to insert a magazine if there is a belt feed. However it is ''more'' possible on a regular HK21 as that always has a magazine well of a sort that is just blocked by the belt feed, as opposed to the HK21E where the whole thing is swapped out. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:04, 11 April 2013 (EDT)<br />
<br />
== Legacy zombie maps ==<br />
<br />
Should we have to include the weapons from the legacy zombie maps? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:26, 29 August 2013 (EDT)<br />
<br />
:I can only add that the WWII-guns, used in the Zombie maps, clearly taken from '''Wolrd at War'''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:42, 9 February 2016 (EST)<br />
<br />
== [[Call_of_Duty:_Black_Ops#82-PM-37|82-PM-37 mortar]] entry ==<br />
The square shape of the baseplate allows to identify the in-game weapon as BM-36, the predecessor of BM-37. The "PM" in the name is also incorrect because "PM" means "polkovoy minomet" ("regimental mortar"), and it was used for 120mm mortars while 82mm mortars were "BM"s ("batalyonny minomet" - "battalion mortar"). So my question: is "82-PM-37" the name used for this weapon in the game? If so, at least a clarification will be useful that the in-game image is of a different weapon. In case if the weapon is called in game with some generic name (like "a Soviet mortar"), it would be better to rename this entry. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:59, 26 October 2013 (EDT)<br />
<br />
==Enfield XL64E5==<br />
Since [[List of firearms used by British Armed Forces#Experimental|this page]] states that the weapon was produced from 1964 to 1970, then how come the weapon is described as "anachronistic" in the main article? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:53, 5 October 2014 (EDT)<br />
:Firstly, this was just a prototype weapon that never went into full production. Those dates are the period over which it was developed, so the prototype in this form would not be available until into the 70s whilst the level it appears in is set in 1968. Secondly, I think these dates might actually be wrong, but not sure as it is incredibly hard to come by solid data for these experimental weapons. I think that although earlier versions of the XL64 were finished in the early 70s, the final version (which was used in the NATO trials) which is depicted here, the XL64E5, was not finalised until 1976 or thereabouts. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 5 October 2014 (EDT)<br />
::Uh okay, thanks for the info. I've added to the main page that the EM-2 would be more accurate to the game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:04, 6 October 2014 (EDT)<br />
<br />
== Multiplayer set in the 1970s? ==<br />
<br />
I'm playing against the bots on Berlin Wall. One of the buildings is a music store, some of the albums are labeled, "Sounds of the '70s". So, I'm assuming the multiplayer portion takes place between 1970-1975 which would make some of the anachronistic weapons unanachronistic (excluding the campaign of course.) - [[User:1morey]] November 5, 2014 1:25 PM (EST)<br />
:If they were advertising "Sounds of the '70's," I would think that's definitely proof it's NOT in the seventies. If you listen to the radio, they never refer to the current decade ("Greatest hits of the seventies, eighties, nineties, and today!"). Given the DDR flag, I'm guessing eighties. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:33, 5 November 2014 (EST)<br />
::On Stadium, there are also references to the year 1972, so it can be assumed some multiplayer maps may take place further than 1968.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:53, 6 November 2014 (EST)<br />
<br />
== SVD ==<br />
Is it worth mentioning that the SVD has a safety lever of an AK and that the safety is on? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 04:31, 27 March 2015 (EDT)<br />
<br />
==Vz 58==<br />
I really wonder why(thinking about the time when the action takes place)they didn't included a Sa. Vz. 58 used by NVA.It is pretty modern and accurate compared to an Ak 47. [[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 05:48, 14 July 2015 (EDT)<br />
[[File:800px-Sa_58-JH01.jpg|thumb|none|600px|VZ 58 7.62x39]]<br />
[[File:WASR10.jpg|thumb|none|600px|WASR 10 7.62x39]]<br />
<br />
Pretty sure they didn't start using Vz 58s until after the Vietnam War. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:37, 16 April 2016 (EDT)<br />
<br />
== GP ==<br />
<br />
The GP grenade launcher doesn't have any quadrant sight in BO, unlike other CoD games. I will fix the info, but first, is it actually a GP-30? Probably yes, due to lack of support frame behind it; otherwise, we could assume that it is an actual GP-25, just like the game labels it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:43, 16 July 2015 (EDT)<br />
:Have you checked the third person model? In Blops 2 there's no sight in first person but there is one in third. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:25, 16 July 2015 (EDT)<br />
::Yeah, I checked it, and unlike BO2 the third-person model lacks the quadrant sight as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 16 July 2015 (EDT)<br />
:::I've changed the info on the page to GP-25. If there's anything that proves otherwise, such as the support frame stuff or something like that let us know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 15 August 2015 (EDT)<br />
::::EDIT (three years later) : in addition to that component, the in-game launcher has four ribs around the barrel, in the same setup as a GP-30 (while a GP-25 has three). Therefore, I'll edit it back to GP-30. On another note, the version in CoD4, MW2, MW3, and BO2 only has two ribs, for some weird reason. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:05, 28 July 2018 (EDT)<br />
<br />
== XM21 with IR Scope ==<br />
<br />
If you put the IR Scope on the M14, it becomes the XM21. [http://imageevent.com/willyp/firearmsalbums/usspringfieldxm21sniper;jsessionid=gef3ol6hr1.camel_s?p=55&n=1&m=-1&c=3&l=0&w=4&s=0&z=9 Look at the link right here.]<br />
:XM21 doesn't have a pistol grip and the IR scope in Blops isn't a PVS-2. Also IIRC the PVS-2 isn't an IR scope anyway, it's an image intensifier. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 21 November 2015 (EST)<br />
<br />
==Weapon Sights==<br />
Considering that this game takes place in the 1960s, wouldn't it be anachronistic for red dot sights and mid-ranged optics (is the ACOG anachronistic as well?) to appear in the game? Did they really exist back in the 1960s or this game, as with most of the guns, adopt the "screw the rules, they had prototypes" attitude? - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 19:54, 27 January 2016 (EST)<br />
:I believe most of them are anachronistic with the exception of the Colt "ACOG" 4x32 scope. The reflex sight appears to be the first Aimpoint from 1975, and I don't think the western red dot sight is even modeled on a real optic.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:58, 27 January 2016 (EST)<br />
::I looked into the concept of red dot sights more closely and came across the idea of reflector sights. They apparently existed since WW2 (although they were more commonly used on machine guns, AA cannons, and ship weaponry). I read that after WW2, custom and detachable weapon sights started appearing, but most likely very obscure and not so widespread. As for Infrared scopes and such, I think Germany made detachable scopes for the StG44 during WW2, including a prototype Infrared scope called the "Vampire". Then again, I'm not so certain about the plausibility of red dot sights, "reflex sights", and Infrared scopes as well as attachable weapon mounts (such as rails) for optics. - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 22:29, 27 January 2016 (EST)<br />
<br />
:::The STG44's setup was nicknamed the "Vampyr" because Germans. The same set-up was used by the US Military in the M3 Carbine. Any rail or scope mount would have to be a custom make because Weaver Rails were still a while away. I always got the vibe with Black Ops that they intended it to be set in the 1980's, what with all the more 80's equipment, but the higher ups made them go to the Vietnam era because the Nam era is a reasonably untapped genre, like WWI or the Spanish-American War. -- [[User:PaperCake|PaperCake]] 22:47, 27 January 2016 (EST)<br />
::::Don't forget this sight, it's mounted on a BAR--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:01, 28 January 2016 (EST)<br />
[[File:OM-BARa.jpg|thumb|600px|none|This movie came out in 1971, no idea how long this sight been around at that point. Nice suit.]]<br />
::::::That's just the scope from an M3 mounted on a BAR. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:05, 28 January 2016 (EST)<br />
:::::Was the PK-A that can be mounted on the AK around in the 60's? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:57, 28 January 2016 (EST)<br />
::::::I stand corrected....?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:48, 28 January 2016 (EST)<br />
<br />
The Red Dot Sight was first introduced in 1970, when Singlepiont appears in the Vietnam War. --[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:33, 15 April 2016 (EDT)<br />
<br />
== Commando in Black Ops ==<br />
<br />
I think the Commando is an Colt 733 With a Flattop (Colt M4 Commando)?<br />
<br />
[[File:Colt_M733_with_Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm]]<br />
<br />
It looks similar to the Colt M933, but is an M733 with Flattop. The Commando has an Flip Up Iron Sight in the game.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:40, 15 April 2016 (EDT)<br />
<br />
:Firstly, as far as I know there is no such thing as a Model 733 with a flat top, that is just a Model 933. What do you think the difference is? The gun in the game isn't a Model 933 or a 733 though, as regardless of the different design of rail, it also has a slickside upper receiver without a FA or BD. The closest match I can come up with would be a GAU-5A/A with a flash hider rather than the moderator (which was actually done) with a fictional/custom upper with a sight rail. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:37, 15 April 2016 (EDT)<br />
:: c552 is right about the Model 733/Model 933 remarks. I also concur with him about the game gun most closely resembling a GAU-5/A variant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 01:24, 16 April 2016 (EDT)<br />
<br />
:::What it really is, is a gun model made by people that don't actually know anything about guns. In video games a gun can be a whole slew of things do to a dev team's poor gun modeling skills/lack of knowledge. As evidenced by the sling that blocks the bolt release that's used in the reload animation. The main problem is that Treyarch felt the need to make it a flattop AR-15 even though they were never used or made in numbers in the 60s, why would mounting optics on a XM177 carrying handle be so bad? I agree that it seems to be a GAU-5/A with a made-up flattop upper and "filled in" flash hider, I also noticed it has partial magazine fencing too. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:43, 16 April 2016 (EDT)<br />
:::: There were experimental flat-top carbines back then, but as you said they were never actually used or issued. That said, I agree there's nothing wrong with actually having optics on the carry handle - indeed that was the case for the longest time. But it evidently doesn't follow their own rigidly self-imposed aesthetic for the game weapons. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:32, 16 April 2016 (EDT)<br />
<br />
The AR pictured above isn't ''exactly'' an M933, it looks like someone built themselves a lookalike. It has an A1 profile barrel, older slimline handguards, and no bayonet lug. A ''true'' M933 is simply an M4A1 with an 11.5" barrel, retaining the thicker barrel width, double heat shield handguards, and FSP with bayonet lug. That said, however, the Commando in this game is pure fictional franken gun, simply a way for Treyarch to include a "SOPMOD" AR long before the M4 was ever invented and justifying it with the weak excuse that "SOG can get whatever they want". [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:34, 16 April 2016 (EDT)<br />
:The Colt carbines are kind of a crap-shoot in regards to what features they have, with the 933 being available with or without a bayonet lug, A1 or A2 profile barrel, and either handguard. [http://www.autoweapons.com/photos10/apr/3240m16j.jpg Here] is another 933 with no lug, an A1 barrel, slim handguards and the M4 style stock, and [http://www.autoweapons.com/photos14/sep/vk340m16a.jpg here] is one to the same spec but with the wide handguards. From what I have seen it seems that the thin barrel and no bayonet lug is the most common option (which makes the most sense as this features are pretty useless on a barrel of this length). I believe that all of these images (including the original posted above) are real Colt weapons advertised on Autoweapons. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]])<br />
So I think it could be an GAU-5/A with Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:25, 16 April 2016 (EDT)<br />
[[File:GAU-5AA with A1 flash hider.jpg|thumb|450px|none|GAU-5A/A with A1 flash hider - 5.56x45mm]]<br />
:No, the GAU-5/A is a different gun with a 10" barrel, the game gun has a longer barrel more like the 11.5" barrel of the GAU-5A/A. This is the gun that you pictured above (which I have properly renamed as the image name was totally nonsensical). Also, when posting images use the code that I have changed it to above so that it is a thumbnail that can have a descriptive caption. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:29, 16 April 2016 (EDT)<br />
::I've rewritten the Commando section to try and have it make some sort of sense, and I noticed that there is an image where it is fitted with optics and has the front sight present (albeit vertically stunted) and the caption reads "Suppressed Colt Commando with Kobra sight. Note clan tag engraved on the charging handle. Also note that, unlike in the released game, the front sight is still present". Anybody know where this is from? Is it early promotional footage or from a beta or what? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:06, 16 April 2016 (EDT)<br />
<br />
I think the reason why it has a removable carry handle because Treyarch do the same Flip up sights to the Enfield, Famas, G11, Aug, and M60. So if these Iron Sight were not in the game, than the Commando would have the M16's Iron sights.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 13:32, 16 April 2016 (EDT)<br />
<br />
Someone who's not on IMFDB told me that he believes that the Commando is exactly the GAU-5A/A configuration about the USAF flash hider in place of the moderator) "''and the flat-topped receiver is not fictional but what appears to be a chopped off carry handle with a bolted on rail. According to [http://www.ar15.com/forums/t_3_118/573301_History_of_flattop_uppers____.html this discussion], this was done in the late 80s and early 90s before the introduction of actual flat-topped receivers. That is also the case with the M16 when mounted with sight attachments apparently. While the article mentions the Model 656 receiver as some kind of justification for the flat-topped receiver actually that's not the case as the BO version is just a chopped off version and this is yet another anachronism''". Ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:17, 15 July 2017 (EDT)<br />
<br />
I swear that everything in this game makes me think they intended it to be set in the 1980's rather than the 1960's. The story about brain-washing and rogue Soviet soldiers feels like a cheesy Cannon Films B movie rather than a 1960's set story. The inclusion of several 80's guns over the more proper arsenal that has already been established by previous games like Vietcong seem to back that theory up. Even the Vietnam elements feel more like 1980's CIA shittery than 1960's. I have no leads on the development team, but it feels like the game was intended to be in the 1980's and was just shifted over to the 60's last minute, which could explain how almost every gun is an anachronism. --[[User:PaperCake|PaperCake]] 14:26, 15 July 2017 (EST)<br />
<br />
Or the 1990's. Plus missions like "Executive Order" takes place in 1963, but in realism, it takes place in 1988. The mission "Rebirth" takes place in 1968, but it suppose to takes place in 1989. The mission "Numbers" takes place in 1968, but for realism, it takes place in 1990, and the mission "WMD" take place in 1968, but it should take place in 1997, which is 6 years after the cold war. Back to the Commando, I just figure out about the model. Treyarch wanted to make this gun like a combination with the older CAR-15s and the M4. The flattop rail was based on the MIL-STD-1913 scope rail, which never used in CAR-15s. When you look at the Commando on the E3 Demo, you can see the MIL-STD-1913 scope rail. The Troy Battle Sights was a modern 2000's sight, and the M203 was model after the M203A1. Black Ops was not suppose to go realism, but it was suppose to be more wacky unlike the Modern Warfare Series. Now, I heard rumors saying that the next Black Ops game was going to be a Vietnam Setting, but not as a wacky game, but focus on realism.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:05, 30 July 2019 (EDT)<br />
<br />
== Red Dot Sights ==<br />
<br />
Originally the RDS were Korba Sights, but on the AK47, AK-74U, and on the RPK, the RDS looks different. I trying to figure what kind of RDS it is.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:23, 10 July 2016 (EDT)<br />
<br />
== Commando Discussion ==<br />
<br />
I read the Topic, and I'm kinda want to search up some Variants of the Commando:<br />
<br />
XM177 Shorty (XM177 Short Barrel with A1 Flash Hider)<br />
<br />
GAU-5AA (On Topic)<br />
<br />
Colt 733 (M16A2/M4 Commando)<br />
<br />
Colt 933 (M4 Commando)<br />
<br />
<br />
Crossfire has the same gun (But a XM177 Flash Hider), and it's based on the Commando in Black Ops, and it was refer as M4 Commando (Also they have an XM177 with flattop).<br />
<br />
The M60, Enfield, G11, AUG, Famas has the same iron sights. So Colt 933 can't count (Plus the optics on the M16 has a flattop, so that could be like the commando).<br />
<br />
Honestly, I don't think this is a GAU-5AA, because I don't see why is it this gun.<br />
<br />
In my theory, this might be a Fictional XM177 with A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 02:49, 22 July 2017 (EDT)<br />
<br />
:XM177 is just the name used for the CAR-15 in US military use in Vietnam, a "fiction XM177 variant" ''is'' a CAR-15 variant. <br />
:Also, it would not be remotely realistic for the CIA to be using MP40s in the 1960s, or the Soviet Union to be using PPShs in the 1960s, and the AKMS doesn't fit as a substitute for a shortened AK because it's full-length. The RPG-7, meanwhile, entered service in 1958, which was before the Cuban Missile Crisis: it just didn't see ''combat'' until Vietnam in real life. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:18, 22 July 2017 (EDT)<br />
::Okay, I could agree with you, The RPG-7 was started in 1958, but it was in service in 1961 by the Soviets. In Cuba, the weapons were the FAL and some WW2 and Korean War Weapons. The RPG-7 first war was the Vietnam War, and it was use by the North Vietnamese and the VC in 1967. I was going to remove the WAW Gun, because it's not like realistic. I don't know the Commando is close to the GAU-5AA, I had to be honest.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 05:19, 22 July 2017 (EDT)<br />
:::To clarify why the GAU-5A/A is stated as the closest match, the reason is that it has the combination of a slickside upper and an 11.5" barrel. The XM177 has a shorter 10" barrel, whilst the XM177E2 has an A1 upper with a forward assist. If you don't know what I mean by this, check out the [[Colt AR-15 Identification Guide]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 21:23, 22 July 2017 (EDT)<br />
::::The in-game gun also appears to have a partial fence on the lower receiver (not a full one), which indeed matches the GAU-5A/A reference image that we have on the main page. By the way, the majority of the GAU-5A/A images that I found online have full fence lowers, while our reference image (with the moderator replaced) is an exception; are there any other images out there with partial fence lowers? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:30, 6 October 2020 (EDT)<br />
<br />
== Models ==<br />
<br />
<br />
I was looking though some models for the AUG, M14, WA2000, and M60. I don't know if it's based on the models from 007 QoS.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 23:45, 12 April 2018 (EDT)<br />
<br />
== ray gun ==<br />
<br />
Where are the wonder weapons like the ray gun<br />
http://callofduty.wikia.com/wiki/Ray_Gun<br />
[[User:IRMacGuyver|IRMacGuyver]] ([[User talk:IRMacGuyver|talk]]) 08:27, 14 August 2018 (EDT)<br />
:The silly ray gun doesn't really qualify for inclusion. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:28, 14 August 2018 (EDT)<br />
<br />
== Two-handed pistol shooting ==<br />
<br />
Is it period accurate to see the two-handed technique being used by almost all characters between 1961 and 1968 in the game? I'm reading that it was invented in 1959 (in this specific case the Weaver stance), but I wonder how much time it took for the technique to have become widespread enough. I suppose that if it became quickly popular, this would have been reflected in the movies of that era, which is not the case, as in a significant number of 1960s-1970s movies the handguns are still held with one hand (well, not all filmmakers must have automatically become familiar with the new stance, but still). There are some exceptions, but in these specific cases it's because the character is practice firing and not participating in actual combat; [[Last Adventure, The#Luger P08|here's]] an example (that's one of the earliest media appearances that I know regarding two-handed firing). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:37, 27 October 2018 (EDT)<br />
<br />
:Now let's start with a brief overview. The earliest pistol grip technique is the one-handed or "bullseye". As we know for certain, this was common up until at least WW2. Some believe that this stance [https://www.reddit.com/r/AskHistorians/comments/26hcyv/why_were_soldiers_and_policemen_originally/ originated in the 18-19th century duels when it made sense to present as narrow a figure as possible to your opponent by standing sideways and firing one-handed]. As for the [https://callofduty.wikia.com/wiki/File:Delta_Force_Five_Seven_MW3.jpg grip featured in CoD games], it is not actually a weaver but a [https://www.armystudyguide.com/content/army_board_study_guide_topics/m9/grip-techniques-used-with.shtml "palm-supported grip" also known as "cup and saucer grip"] or "teacup grip". The saucer grip appears to be [https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.chzbgr.com%2Ffull%2F3197724928%2Fh8C2F490E%2F&imgrefurl=https%3A%2F%2Fcheezburger.com%2F3197724928&docid=p365NpQm3Y9W4M&tbnid=NVV7JAALiZ7G5M%3A&vet=10ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg..i&w=492&h=488&bih=609&biw=1366&q=cup%20and%20saucer%20grip&ved=0ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg&iact=mrc&uact=8 mocked and dismissed as impractical hollywoodism]. It is believed that it can be [http://firearmshistory.blogspot.com/2012/05/handgun-shooting-positions-bad-stances.html traced back to the revolver era of the Wild West and for a number of reasons it is ineffective with modern guns]. In spite of this, however, in [https://youtu.be/jP7J-JNSUu4?t=283 this video] we can clearly see that the saucer grip was taught back in WW2. In summary, the bullseye and saucer grips were both used in WW2 and I believe that was also the case in Vietnam. As for the actual weaver, I don't think I have ever seen a movie or archival footage of it being used back then, I suppose it was just a novelty in the first few decades. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:48, 27 October 2018 (EDT)<br />
::So, the Weaver stance is not the first two-handed technique. But then my original question still stands, being whether the two-handed grip in general (not necessarily the Weaver) was used frequently enough in combat during the 1960s or not (as in, not merely for training purposes), and if it would have been more appropriate to see one-handed shooting for most part. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:21, 28 October 2018 (EDT)<br />
:::I think we can't say if one technique was used more or less back then, all we can do is acknowledge if the given method existed. You see, it's a personal preference, as we can see in the WW2 training video, the two handed stance is more useful when crouching while one handed might have its benefits when standing so really it is a very situational thing. Also bear in mind that COD doesn't even try to portray such details in a realistic manner, I'm pretty sure that their inspiration comes from movies like Platoon or Full Metal Jacket. Considering that BO actually shows both grips (the ASP is one handed) I say that they should at least get credit for portraying both techniques. On another note, I'm just rewatching Terminator 2 and noticed how the T1000 was firing his gun one handed and that made sense since having a mechanical arm would have enough strength and this takes me back to BO3 where it is quite funny how your character uses two handed grip despite having cyborg arms. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:42, 29 October 2018 (EDT)<br />
<br />
::::"''bear in mind that COD doesn't even try to portray such details in a realistic manner''"<br />
<br />
::::[http://youtu.be/Ep85AkCkk-U?t=59 No shit!]<br />
<br />
::::<nowiki>:P</nowiki> Now on a more serious note, that's the thing, the two-handed technique is shown as the most widespread in the game, even when standing. Mind you, the ASP is the only pistol shown fired one-handed during normal gameplay (as in, not during some scripted campaign sequences) - except when a player is downed and his third-person model also does this on all handguns, but that's another story. The thing with the ASP is that it only occurs in first-person view; heck, [http://callofduty.wikia.com/wiki/File:National_Revolutionary_Police_Force_member_Operation_40_BO.JPG just see] how the Cuban police officers are seen firing their ASPs in a level set in 1961; seems a bit far-fetched, don't ya think? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:47, 4 November 2018 (EST)<br />
<br />
On another note, just talking about all these things in the game:<br />
''"We use a lot of gun reference materials and spend a lot of time researching pre-production weapons. We basically make a list of every gun even remotely near our time period, some before some after – '''because if it's a prototype weapon you don't know what year it was introduced'''. And if you're an SOG officer, you're the perfect person to test these weapons."''<br />
<br />
Bravo. Seriously, I even like it. These guys say that "oh, how we explore all this", but they don't even know when this or that weapon was created. On their spot, I would just honestly admit: "well, we just go to the Google Pictures, typing "weapons prototypes", and chose those we liked without thinking about anything," rather than trying to make a good face over a bad game. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:41, 22 May 2019 (EDT)<br />
<br />
== Quality Image Dump Part 2: Electric Boogaloo ==<br />
<br />
I'm about to upload some new images for this page, anyone is free to start putting them onto the page as they wish.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 9 January 2019 (EST)<br />
<br />
<br />
I'll start putting them on soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:37, 9 January 2019 (EST)<br />
<br />
:[[File:CODBO BrowningMG.jpg|thumb|none|600px|]] What is this machine gun? I know I've seen Browning M2 style machine guns with that barrel stabilizer but I can't figure out which one it is for the life of me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 9 January 2019 (EST)<br />
<br />
::I also stumbled upon the same strange gun when researching the vehicle it's mounted on but didn't find anything. The vehicle is a Vietnam War gun truck and these appear to have been armed with pretty standard weaponry, M60 and M2s, nothing out of the ordinary. I don't know why but I have the feeling it's some kind of water cannon maybe modeled after something used in anti war protests of the period. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:05, 10 January 2019 (EST)<br />
<br />
OK. I did the image replacements for the lower-quality sections. For the rest though, sometimes I will find an image that I don't know how to caption, and other times I feel like you've missed some important images (like the idle state image for the one-handed ASP), so I don't feel that confident going through the edit just yet. Can you help with adding some of the sections and maybe check if I missed any important images? Thanks. (and maybe check if I missed any images for your MW2 uploads too)<br />
<br />
In the end though I do expect all of the old images and the old non 16:9 images to be completely replaced. (the TT-33 images for example are 1,440 × 900, which is 16:10)--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:03, 11 January 2019 (EST)<br />
:OK, I have a little trouble figuring out which of those images are 16:10 so let me know which others need replacement. I'll be going through a lot of the uploads though, thanks for your help.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:33, 12 January 2019 (EST)<br />
<br />
A suggestion: when screencapping scope reticles, you should aim at bright areas to make the reticle contrast more strongly with the background. Currently some of your scope images (SVD, PSG-1) have very dark or confusing backgrounds that makes it harder to see the reticle. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:40, 12 January 2019 (EST)<br />
:Yeah I'll get better versions for those two, I usually try to do that with ADS images so every detail is easy to make out.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:53, 12 January 2019 (EST)<br />
<br />
== Ithaca 37 "Stakeout" anachronistic (SN/Date ranges) ==<br />
<br />
Apparently the page had received an overhaul, as there were some gaps in the page. That's fine and much appreciated, but oddly the fact that the Ithaca 37 "Stakeout" is anachronistic has been removed. Well, in case it was due to a lack of information on production dates, I found this site that provides information (with a source) on the serial number ranges for all shotguns made by the Ithaca Gun Co, and apparently the Stakeout was made from 1981 starting in the 371xxxxxxHG** range, to 1993, with the last serial number ending around 372000533. Just though this might be useful. As such, a sawn off Remington Model 870, sawn off Stevens 620A or a Model 37 S-Prefix "Trench gun" would probably suit the 1960s timeline better.<br />
<br />
https://ithacagun.com/serial-numbers/<br />
:Thanks for the info; such input is much appreciated. One thing, though: make sure to sign your talk page posts, by typing "<nowiki>~~~~</nowiki>" without the quotes, or by hitting the pencil icon at the top-left of the editing box. Just a heads-up. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:50, 25 April 2019 (EDT)<br />
<br />
== AR-18 ==<br />
<br />
Just started work on a video project centering around this game, and while taking a close look at the intro cutscene to the "Operation 40" level, I noticed there's a brief glimpse of a guy [https://i.imgur.com/fOqXPRY.jpg training with an AR-18]. The guy to his right looks to be using an M1 Carbine with the post-war upgrades as well. Didn't know whether to put it on the main page or in the misc section here. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 16:36, 8 May 2019 (EDT)<br />
:Absolutely, it deserves a spot on the main page - the ''BOII'' page has a section for [[L85A2]]s that only appear in a cutscene, after all. Nice find. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 8 May 2019 (EDT)<br />
::IMO I think images of stock footage weapons should have their own section, like what I did with the RPD and M79 down at the bottom. It looks kind of misleading to see the AR-18 listed in the Table of Contents at the top of the page when it is not actually a usable weapon in the game. Also, the Crossbow also listed on the bottom is apparently made from an AR-18 lower receiver anyway, so we could merge the entries. That's my two cents --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 17 May 2019 (EDT)<br />
:::I support merging the stock footage weapons into their own section. However, I don't support merging the AR-18 with the Crossbow, due to their vastly different mechanisms. What do you think, Kadorhal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:33, 17 May 2019 (EDT)<br />
<br />
== M1911 one handed rack ==<br />
<br />
I'm curious about the way the character racks the slide with one hand. According to some random dudes that's "[https://www.youtube.com/watch?v=XkwhTTwKmJg Physically impossible]" so my question is, are they right? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:53, 14 May 2019 (EDT)<br />
:Well, [http://youtu.be/-E-FxtDJLAk?t=75 at least with a single pistol] it's possible. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:57, 15 May 2019 (EDT)<br />
::Very nice! Even though I'm pretty sure actual operators wouldn't employ it in an actual combat yet it's still cool. Interestingly, the character in BO3 also does it with his cybernetic arms which I suppose would be even more easier and efficient. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:58, 15 May 2019 (EDT)<br />
:::I've read somewhere that soldiers have been trained to do it that way in case of injury, and Treyarch took the inspiration from this, although I don't know if it's exactly the case. On another note, you also have the [http://youtu.be/fOrYM-nuBO4 one-handed press check]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 19 May 2019 (EDT)<br />
::::On other videos I've also seen them recommend in case of injury to press the front of the slide against a wall or something or to clutch it between your thighs. But I gotta give props to Treyarch, they somehow managed to find the tacticoolest and rarest one handed reload haha the video you provided is literally the only place I've seen it IRL. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:19, 19 May 2019 (EDT)<br />
:::::In fairness though (I should have mentioned it much earlier but I forgot), the guy in the video was just releasing the slide with that technique, and not pulling it back from its original position as in BO1 and BO3. Though I wouldn't be surprised if the latter were possible IRL. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 30 May 2019 (EDT)<br />
<br />
== Question about Spetnatz's Guns ==<br />
<br />
I was wondering, if there proofs that Soviet Armed Forces used Warsaw Pact guns like [[PM-63]], [[Vz. 61 Skorpion]],AMD-63, etc? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:30, 23 May 2019 (EDT)<br />
::I doubt it. Firstly, they were brand new weapons when BO takes place and as we know, it takes some time before a new weapon goes into widespread use. Secondly, the Soviets had a very strong arms industry on their own so it wouldn't make sense for them to use Warsaw Pact guns even though I presume they could have obtained them easily. But we must also take into account that in BO they even use NATO weaponry from the future so this makes it an alternate reality anyway. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:21, 23 May 2019 (EDT)<br />
<br />
What do you mean by spetsnaz? Ordinary troops, of course not. But the Alpha antiterror group used Scorpion, although they did not exist until 1974. If we mean the special OGPU/NKVD/KGB units, then they used everything they wanted, including American submachine guns, sniper rifles, etc., without worrying about their origin (the USSR in general was extremely double-minded in this regard, not hesitating to buy anything from its "enemies", if they don't have it yourself; and this tendency, I will tell you in confidence, is still relevant), just in the best spirit of these very video games. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:34, 23 May 2019 (EDT)<br />
:Kiparis, by the way, was developed under the direct impression by the Scorpion, but was not put into use, as it was replaced by the AKS-74U for the unification of ammo and spare parts. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 12:55, 24 May 2019 (EDT)<br />
<br />
==Do we really need all the alternative options?==<br />
While these alternative options provide some interesting historical context, do we really need all of them? Some of the alternatives are becoming more and more fringe and are degenerating into speculation on what the developers intended a weapon to be, and some of the suggestions I just find are plain unnecessary, like suggesting alternatives for the Minigun. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:01, 28 May 2019 (EDT)<br />
:While I certainly agree that stuff like the minigun is kinda beyond saving, I think that the alternatives should definitely stay. There are a few that are a bit... out there, sure, but for the most part, they provide interesting historical and technical information, introduce people to guns they might not've been familiar with, and makes the page seem more constructive. If anything, I'd been thinking about adding these sorts of notes to other pages; it lets us teach not only what's wrong, but what's right. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:27, 28 May 2019 (EDT) P.S.: Man, did that last bit sound pretentious. I'm sorry to everybody that had to read that, but the point still stands.<br />
:: The point is to ID the weapons used - that means describing what's there, not rambling about what isn't. Anything that is speculation or supposition should be done away with. As for any (actually accurate) technical or historical info, some is fine but at a certain point it's too much and comes off as overly encyclopedic.. and we're not supposed to be a gun encyclopedia. At the very least keep any factual 'should be' details simple and again factual; leave out anything along the lines of 'it could be..'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 28 May 2019 (EDT)<br />
:::Yeah, some recent additions were pushing it a bit, but notable/accurate alternatives (such as the Stechkin APS, S&W Model 39, Sa vz. 23, Ithaca 37 Trench Gun, Remington 1100, SA-7 Grail, XM191, etc.) should definitely be kept. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:59, 29 May 2019 (EDT)<br />
::::In addition, I think that for Vietnam, Stevens 77E would be an even more suitable choice (and some of them - this is interesting - subsequently ended up in the USSR). However, I am afraid to once again clutter up the article, so I will leave it at your discretion. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:54, 27 June 2020 (EDT)<br />
<br />
== PK-AV ==<br />
<br />
I think this designation refers to the PK-A Venezuela contract variant, which has an Aimpoint-looking battery slot along the bottom left side of the optic that isn't present on the in-game model; I think it should probably just be listed as "PK-A."--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 4 December 2020 (EST) EDIT - nevermind, "PK-AV" must be the translation of "ПK-AB," but the sight still looks more like the basic PK-A or whatever it is rather than that variant.<br />
<br />
:Done. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:57, 17 August 2022 (EDT)</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&diff=1539783Talk:Call of Duty: Black Ops2022-12-08T17:51:23Z<p>Fine cuisine: /* Infrared Scope */ Not really how night vision works and the TOW sight is definitely not green</p>
<hr />
<div>See [[Talk:Call of Duty: Black Ops/Archive 1]] and [[Talk:Call of Duty: Black Ops/Archive 2]] for older discussions.<br />
<br />
= Weapons only found in game files =<br />
Many of these weapon models were tested or based on ''[[Call of Duty 4: Modern Warfare]]'' models.<br />
<br />
==Colt AR-15A3==<br />
An AR-15A3 model, use in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the "Commando". It was incorrectly referred to as the M4A1 Carbine, just like the previous Call of Duty game. The Commando was referred to as the "M4A1 Carbine" in the game files.<br />
[[File:ColtAR-15A3TacticalCarbine.jpg|thumb|none|450px|Colt AR-15A3 - 5.56x45mm NATO]]<br />
[[File:AR15A3BO1.jpg|thumb|none|600px|An AR-15A3 appears in the menu icon referred to as the M4A1 Carbine]]<br />
<br />
==HK MP5N==<br />
An MP5N model, used in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the MP5K. The MP5K was referred to as the "MP5" in the game files.<br />
[[File:Hk-mp5n.jpg|thumb|none|450px|HK MP5A3 with Navy trigger group - 9x19mm]]<br />
[[File:Mp5 ingame CoD BO.jpg|thumb|none|600px|An MP5N appears in the game]]<br />
<br />
= Live Action Commercial=<br />
<br />
==M1911A1==<br />
<br />
[[File:CODBOLiveActComM1911.jpg|thumb|none|600px|A chef fires two [[M1911A1]]s in different directions, an action that is impossible in game.]]<br />
<br />
==Mossberg 500==<br />
<br />
[[File:CODBOLiveActComRemington870.jpg|thumb|none|600px|The [[Mossberg 500]] being fired. This weapon is not ever available in the game but judging by the heatshield slapped attached, it may be standing in for the [[Ithaca 37|Ithaca 37 Stakeout]].]]<br />
[[File:CODBOLiveActComRemington870Closeup.jpg|thumb|none|600px|]]<br />
[[File:CODBOLiveActComRemington870FPS.jpg|thumb|none|600px|If you ever see yourself in a similar situation just remember, they're right behind you.]]<br />
[[File:CODBOLiveActComAUG&PumpShotgun.jpg|thumb|none|600px|See girls do play COD.]]<br />
<br />
==Mini Uzi==<br />
<br />
[[File:CODBOLiveActComMiniUzi.jpg|thumb|none|600px|A player firing his [[Mini Uzi]], which appears to be standing in for it's full sized counterpart actually seen in game.]]<br />
<br />
==AUG==<br />
<br />
[[File:CODBOLiveActComAUG&PumpShotgun.jpg|thumb|none|600px|The [[AUG]] in the background. Note the black finish, where the one in game is olive drab.]]<br />
[[File:CODBOLiveActComAUG.jpg|thumb|none|600px|]]<br />
<br />
==Colt M4A1==<br />
[[File:CODBOLiveActComM733.jpg|thumb|none|600px|"My emblem is bigger than yours".]]<br />
[[File:CODBOLiveActComAR15&M203.jpg|thumb|none|600px|Kobe Bryant of the NBA's Los Angeles Lakers with an [[M4A1]] with an [[M203]]. The "Mamba" emblem refers to his nickname, The Black Mamba.]]<br />
<br />
==WASR-2==<br />
<br />
[[File:CODBOLiveActComWASR2.jpg|thumb|none|600px|Hotel employee somehow gets into a shootout. Still not as crazy as spring break.]]<br />
[[File:CODBOLiveActComWASR2(2).jpg|thumb|none|600px|A "player" holds the [[Romanian WASR|WASR-2]] before getting blown to bits by a crossbow bolt.]]<br />
<br />
==RPG-7==<br />
<br />
[[File:CODBOLiveActComRPG7.jpg|thumb|none|600px|A player about to fire his [[RPG-7]] as he gives a sneak peak at a faction that did not make it into the final game. The all powerful Best Buy faction.]]<br />
[[File:CODBOLiveActComRPG7Kimmel.jpg|thumb|none|600px|Jimmy Kimmel (yes that Jimmy Kimmel) is about to fire the RPG-7. He humorously falls on his ass due to the back blast.]]<br />
<br />
==GE M134==<br />
<br />
[[File:CODBOLiveActComM134Huey.jpg|thumb|none|600px|The [[M134]] being fired from an UH-1 Huey.]]<br />
[[File:CODBOLiveActComM134Huey2.jpg|thumb|none|600px|Thats... one way to do your job in the demolition business.]]<br />
<br />
==Crossbow==<br />
<br />
[[File:CODBOLiveActComCrossbow.jpg|thumb|none|600px|The Crossbow about to be fired.]]<br />
<br />
= Miscellaneous Weapons =<br />
This section covers other throwables and melee weapons, as well as one trailer-only weapon.<br />
<br />
==Semtex Grenades==<br />
Semtex Grenades return from ''Modern Warfare 2''.<br />
<br />
==Decoy Grenades==<br />
<br />
What appears to be improvised grenades made out of rifle rounds can be used to create a decoy on enemy radars.<br />
<br />
== Tomahawk (Strider Hatchet) ==<br />
The Tomahawk is a thrown weapon occupying the lethal grenade slot, serving the same role as the throwing knife from ''[[Modern Warfare 2]]'' in multiplayer. In singleplayer, it's only available on the mission "Rebirth" after obtaining it from a Russian harbor worker and killing him with it. It is based on the medium variant of the Strider Hatchet and is anachronistic. An M-1910 hand axe would have been more appropriate.<br />
<br />
[[Image:Tomahawk-BO.jpg|thumb|none|600px|Tomahawk in Create-a-Class.]]<br />
[[Image:Tomahawk-BOthrow.jpg|thumb|none|400px|A Tomahawk being thrown.]]<br />
<br />
== Ballistic Knife ==<br />
The ballistic knife is a powerful melee weapon that available only in multiplayer and zombie modes. The knife is firing blades with a spring inside the body. Even though the ballistic knife does not appear in single player, its appearance in multiplayer could be seen as anachronistic, as the ballistic knife was not developed until the early 1980's.<br />
<br />
The ballistic knife in game also has an unrealistically long range, the real ballistic knife has a maximum range of only twenty to thirty feet while the blades in game travels near infinitely in an arc. <br />
<br />
[[Image:BK-BO.jpg|thumb|none|600px|The ballistic knife being reloaded.]]<br />
<br />
== Knife ==<br />
<br />
The Rambo II inspired knife returns in Call of Duty: Black Ops. It is still a one-hit kill, but unlike the previous versions, seems to cause a very large fountain of blood to appear after knifing an enemy.<br />
<br />
Even if the fact that this particular knife wasn't actually used by the military is ignored, its appearance in the 60s would be technically anachronistic since it was developed for the 1985 movie ''[[Rambo: First Blood Part II]]''.<br />
<br />
[[Image:Rambo_knife_2.JPG|thumb|none|400px|Rambo II Survival Knife]]<br />
[[Image:659px-KnifeBlackOpsMultiplayer.png|thumb|none|500px|The Knife in-game.]]<br />
<br />
== Prison Knife ==<br />
<br />
The Prison Knife is a melee weapon used in the mission "Vorkuta" in Call of Duty: Black Ops. It appears to be a jagged piece of scrap metal, similar to a 'shank' or 'shiv'. After Mason acquires another weapon, the prison knife is no longer equipped, and is only used by pressing the melee button. You can see blood on the blade, probably from stabbing the prison guard.<br />
<br />
[[Image:624px-Prisonknife.jpg|thumb|none|500px|The Prison Knife in-game.]]<br />
<br />
== Karambit Knife ==<br />
<br />
The Karambit Knife is a combat knife used in the mission "Executive Order". It is used to kill a Soviet soldier by sticking it into the soldier's spinal cord, killing him, allowing the player and Frank Woods to take their uniform and infiltrate the launch site. Though this blade is used only by US Federal Air Marshals currently, Mason and Woods could have used it instead of a normal blade to aid in the purpose of the mission. Unlike a normal blade, it is shaped like a jungle cat's claw. It is based on the Emerson Karambit Fixed Blade which makes it heavily anachronistic as Emerson Knives was founded in 1996.<br />
<br />
[[Image:561px-Karambit_Knife.jpg|thumb|none|500px|Karambit Knife in-game.]]<br />
<br />
== SOG Knife ==<br />
The SOG Knife is a special knife used by the Mason in the mission "Victor Charlie". This is the only time the SOG Knife is used. It is based on Randall Model 14 "Attack" with sawteeth and a micarta handle.<br />
<br />
[[Image:Shot0159.jpg|thumb|none|600px|SOG Knife in idle. Note the tally marks.]]<br />
[[Image:Shot0167.jpg|thumb|none|600px|SOG Knife been drawn.]]<br />
<br />
== Bowie Knife ==<br />
<br />
The Bowie Knife is a special melee weapon which can be bought for 3000 points in Der Riese, Kino der Toten and Five. It is larger and wider than the standard combat knife in Call of Duty: Black Ops (or any Call of Duty game for that matter). It increases Knife damage from 150 to 1150, making it a one-hit-kill for zombies from Round 1 to Round 11. It is a one-hit-kill to Hellhounds all the way up until the third hellround. <br />
<br />
[[Image:BowieKnifePolkCompetition2-1024.jpg|thumb|none|500px|The Bowie Knife in Real Life.]]<br />
<br />
[[Image:Bowie.jpg|thumb|none|400px|The Bowie Knife in-game.]]<br />
<br />
== M1942 Machete ==<br />
The M1942 Machete is featured in the campaign. It is used by the Vietcong and is carried in a plastic sheath by US marines and MACV SOG operatives.<br />
<br />
= Attachments =<br />
== Red Dot Sight ==<br />
The Israeli '''Elbit Falcon sight''' appears as the "Red Dot Sight" for the western weapons. Its depiction in the 1960s is anachronistic as the Falcon was produced in the 1980s.<br />
<br />
A fictionalized depiction of the Russian '''Kobra red dot sight''' appears as the "Red Dot Sight" for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was introduced in 1996 in reality.<br />
<br />
== Reflex Sight ==<br />
The Swedish '''Aimpoint Electronic''' also known as '''Aimpoint MarkII''' appears as the "Reflex Sight". The Aimpoint Electronic is the first red dot sight in history. It was invented in 1974 and launched in 1975, however, that means its appearance in the 1960s is anachronistic.<br />
<br />
== ACOG Scope ==<br />
The '''Colt 3×20 scope''' appears as the "ACOG Scope" for the western weapons. While the Colt scope was used in the Vietnam War, its appearance during the Bay of Pigs invasion is anachronistic considering that the earlier 3x20 version was developed around [http://www.sniperglass.com/Item/1028 1962].<br />
<br />
The Russian '''PK-A''' appears as the "ACOG Scope" for the Soviet weapons and the Galil. However, this is heavily anachronistic considering that it was developed around 2004.<br />
<br />
Equipping the AUG with an "ACOG Scope" turns it into an A1 version complete with a '''Swarovski scope''', however, the entire AUG platform is anachronistic.<br />
<br />
The XL 60 version of the '''SUSAT scope''' appears as the "ACOG Scope" for the Enfield. However, this is anachronistic considering that this iteration of the SUSAT appeared first on the XL 60 which itself was introduced after June 14, 1976. Also the left side of the scope appears to be a mirror of the right side.<br />
<br />
The actual Trijicon ACOG Scope really doesn't appear in the game, but its appearance would have been heavily anachronistic since it was introduced in 1987.<br />
<br />
== Infrared Scope ==<br />
The '''AN/PVS-3A night vision sight''' appears as the "Infrared Scope" for the western weapons. Its depiction in the 1960s is anachronistic as it was produced circa 1970, but it was used in the Vietnam War for M16s and XM21s. It is depicted with a reticle from the AN/PVS-4 night vision scope.<br />
<br />
The '''NSPU 1PN34''' appears as the "Infrared Scope" for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was developed in the 1970s. It is depicted with its proper reticle.<br />
<br />
Both the AN/PVS-3A and NSPU 1PN34 are depicted as dual band thermal/night vision optics, which is inaccurate to the real devices which are solely night vision devices; the concept of such dual band optics is also very anachronistic, appearing in the late 2000s at the earliest with fusion devices such as the AN/PSQ-20. Weirdly enough, the night vision sight appears to be a pale blue color, resembling the image from white phosphor image intensifiers; this is also anachronistic as white phosphor image intensifiers would not exist until the 1990s (such as MX-10160 intensifiers with the AN/AVS-9). Both the PVS-3A and 1PN34 used green phosphor intensifiers used green phosphor intensifiers and should produce a monochrome green image accordingly. <br />
<br />
The M41 ITAS sight on the BGM-71 TOW possesses a similar pale blue image but with no passive illumination of heat sources, which is also incorrect as TOW missile systems specifically used thermal optics (the M41 ITAS in particular is supposed to use second-generation FLIR).<br />
<br />
== Grip ==<br />
The '''Knight's Armament vertical grip''' appears as the "Grip" attachment, though some SMGs use their stocks to represent the grip attachment instead. The appearance of the KAC vertical grip in the 1960s is heavily anachronistic as the KAC rail adapter system and presumably foregrip became available in 1997.<br />
<br />
=Discussion=<br />
<br />
I just realize that the BUISs on the Commando looked kinda like Troy Industry sights and they they are...backwards. They are supposed to fold back down towards you and not forward [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:49, 1 April 2013 (EDT)<br />
<br />
== Regarding the HK21... ==<br />
<br />
Shouldn't an HK21E that feeds from magazines be referred to as an HK11E?<br />
As I understand the numbers: 21 = 7.62x51mm belt fed, 11 = 7.62x51mm magazine fed, 23 = 5.56x45mm belt fed and 13 = 5.56x45mm magazine fed.<br />
The original HK21 could be adapted to feed from G3 mags or drums but I don't know if the "E" for Export models could be modded in the same way.<br />
Is there an obvious visual difference between an HK21E with an adaptor kit and an HK11E? If so, which one is it that's in the game? [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 19:11, 10 April 2013 (EDT)<br />
<br />
: According to HKPro.com I was right - an HK21E adapted to fire from G3 mags or drums *is* an HK11E. I'll change the entry now. [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 20:33, 10 April 2013 (EDT)<br />
<br />
::From the images I get of the HK11, it has a G3-style magwell with no facility for a belt feed. If you look carefully at the in-game model of the HK21, it has a magwell but it ''also'' has a belt feed opening, so it's not right for an HK11. It also doesn't have the magazine adaptor on it that an HK21 would need to use G3 mags, so it's just wrong. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:26, 11 April 2013 (EDT)<br />
<br />
::On looking at it the HK21E in this game is a bodge job. Firstly, it has the belt feed from and HK21 not an HK21E. On the original HK21 the gun had a rectangular magazine well with an open side into which was inserted either a belt feed or a flat sided mag adapter (see [http://www.hkparts.net/shop/pc/HK21-Factory-Magazine-Adapter-RARE-p233.htm here], the fuller grey part in the middle is the adapter). On an HK21E the whole thing is replaced with a G3 style well, and in this case the gun does become an HK11E as this is the only difference. However the belt feed on the HK21E looks different, protruding much further out the left side of the gun and isn't as "tall" as this feed system. It uses some HK21E parts though like the stock, so it is a mess. Not to mention, as Evil Tim said, it is impossible on either gun to insert a magazine if there is a belt feed. However it is ''more'' possible on a regular HK21 as that always has a magazine well of a sort that is just blocked by the belt feed, as opposed to the HK21E where the whole thing is swapped out. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:04, 11 April 2013 (EDT)<br />
<br />
== Legacy zombie maps ==<br />
<br />
Should we have to include the weapons from the legacy zombie maps? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:26, 29 August 2013 (EDT)<br />
<br />
:I can only add that the WWII-guns, used in the Zombie maps, clearly taken from '''Wolrd at War'''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:42, 9 February 2016 (EST)<br />
<br />
== [[Call_of_Duty:_Black_Ops#82-PM-37|82-PM-37 mortar]] entry ==<br />
The square shape of the baseplate allows to identify the in-game weapon as BM-36, the predecessor of BM-37. The "PM" in the name is also incorrect because "PM" means "polkovoy minomet" ("regimental mortar"), and it was used for 120mm mortars while 82mm mortars were "BM"s ("batalyonny minomet" - "battalion mortar"). So my question: is "82-PM-37" the name used for this weapon in the game? If so, at least a clarification will be useful that the in-game image is of a different weapon. In case if the weapon is called in game with some generic name (like "a Soviet mortar"), it would be better to rename this entry. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:59, 26 October 2013 (EDT)<br />
<br />
==Enfield XL64E5==<br />
Since [[List of firearms used by British Armed Forces#Experimental|this page]] states that the weapon was produced from 1964 to 1970, then how come the weapon is described as "anachronistic" in the main article? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:53, 5 October 2014 (EDT)<br />
:Firstly, this was just a prototype weapon that never went into full production. Those dates are the period over which it was developed, so the prototype in this form would not be available until into the 70s whilst the level it appears in is set in 1968. Secondly, I think these dates might actually be wrong, but not sure as it is incredibly hard to come by solid data for these experimental weapons. I think that although earlier versions of the XL64 were finished in the early 70s, the final version (which was used in the NATO trials) which is depicted here, the XL64E5, was not finalised until 1976 or thereabouts. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 5 October 2014 (EDT)<br />
::Uh okay, thanks for the info. I've added to the main page that the EM-2 would be more accurate to the game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:04, 6 October 2014 (EDT)<br />
<br />
== Multiplayer set in the 1970s? ==<br />
<br />
I'm playing against the bots on Berlin Wall. One of the buildings is a music store, some of the albums are labeled, "Sounds of the '70s". So, I'm assuming the multiplayer portion takes place between 1970-1975 which would make some of the anachronistic weapons unanachronistic (excluding the campaign of course.) - [[User:1morey]] November 5, 2014 1:25 PM (EST)<br />
:If they were advertising "Sounds of the '70's," I would think that's definitely proof it's NOT in the seventies. If you listen to the radio, they never refer to the current decade ("Greatest hits of the seventies, eighties, nineties, and today!"). Given the DDR flag, I'm guessing eighties. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:33, 5 November 2014 (EST)<br />
::On Stadium, there are also references to the year 1972, so it can be assumed some multiplayer maps may take place further than 1968.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:53, 6 November 2014 (EST)<br />
<br />
== SVD ==<br />
Is it worth mentioning that the SVD has a safety lever of an AK and that the safety is on? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 04:31, 27 March 2015 (EDT)<br />
<br />
==Vz 58==<br />
I really wonder why(thinking about the time when the action takes place)they didn't included a Sa. Vz. 58 used by NVA.It is pretty modern and accurate compared to an Ak 47. [[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 05:48, 14 July 2015 (EDT)<br />
[[File:800px-Sa_58-JH01.jpg|thumb|none|600px|VZ 58 7.62x39]]<br />
[[File:WASR10.jpg|thumb|none|600px|WASR 10 7.62x39]]<br />
<br />
Pretty sure they didn't start using Vz 58s until after the Vietnam War. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:37, 16 April 2016 (EDT)<br />
<br />
== GP ==<br />
<br />
The GP grenade launcher doesn't have any quadrant sight in BO, unlike other CoD games. I will fix the info, but first, is it actually a GP-30? Probably yes, due to lack of support frame behind it; otherwise, we could assume that it is an actual GP-25, just like the game labels it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:43, 16 July 2015 (EDT)<br />
:Have you checked the third person model? In Blops 2 there's no sight in first person but there is one in third. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:25, 16 July 2015 (EDT)<br />
::Yeah, I checked it, and unlike BO2 the third-person model lacks the quadrant sight as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 16 July 2015 (EDT)<br />
:::I've changed the info on the page to GP-25. If there's anything that proves otherwise, such as the support frame stuff or something like that let us know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 15 August 2015 (EDT)<br />
::::EDIT (three years later) : in addition to that component, the in-game launcher has four ribs around the barrel, in the same setup as a GP-30 (while a GP-25 has three). Therefore, I'll edit it back to GP-30. On another note, the version in CoD4, MW2, MW3, and BO2 only has two ribs, for some weird reason. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:05, 28 July 2018 (EDT)<br />
<br />
== XM21 with IR Scope ==<br />
<br />
If you put the IR Scope on the M14, it becomes the XM21. [http://imageevent.com/willyp/firearmsalbums/usspringfieldxm21sniper;jsessionid=gef3ol6hr1.camel_s?p=55&n=1&m=-1&c=3&l=0&w=4&s=0&z=9 Look at the link right here.]<br />
:XM21 doesn't have a pistol grip and the IR scope in Blops isn't a PVS-2. Also IIRC the PVS-2 isn't an IR scope anyway, it's an image intensifier. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 21 November 2015 (EST)<br />
<br />
==Weapon Sights==<br />
Considering that this game takes place in the 1960s, wouldn't it be anachronistic for red dot sights and mid-ranged optics (is the ACOG anachronistic as well?) to appear in the game? Did they really exist back in the 1960s or this game, as with most of the guns, adopt the "screw the rules, they had prototypes" attitude? - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 19:54, 27 January 2016 (EST)<br />
:I believe most of them are anachronistic with the exception of the Colt "ACOG" 4x32 scope. The reflex sight appears to be the first Aimpoint from 1975, and I don't think the western red dot sight is even modeled on a real optic.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:58, 27 January 2016 (EST)<br />
::I looked into the concept of red dot sights more closely and came across the idea of reflector sights. They apparently existed since WW2 (although they were more commonly used on machine guns, AA cannons, and ship weaponry). I read that after WW2, custom and detachable weapon sights started appearing, but most likely very obscure and not so widespread. As for Infrared scopes and such, I think Germany made detachable scopes for the StG44 during WW2, including a prototype Infrared scope called the "Vampire". Then again, I'm not so certain about the plausibility of red dot sights, "reflex sights", and Infrared scopes as well as attachable weapon mounts (such as rails) for optics. - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 22:29, 27 January 2016 (EST)<br />
<br />
:::The STG44's setup was nicknamed the "Vampyr" because Germans. The same set-up was used by the US Military in the M3 Carbine. Any rail or scope mount would have to be a custom make because Weaver Rails were still a while away. I always got the vibe with Black Ops that they intended it to be set in the 1980's, what with all the more 80's equipment, but the higher ups made them go to the Vietnam era because the Nam era is a reasonably untapped genre, like WWI or the Spanish-American War. -- [[User:PaperCake|PaperCake]] 22:47, 27 January 2016 (EST)<br />
::::Don't forget this sight, it's mounted on a BAR--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:01, 28 January 2016 (EST)<br />
[[File:OM-BARa.jpg|thumb|600px|none|This movie came out in 1971, no idea how long this sight been around at that point. Nice suit.]]<br />
::::::That's just the scope from an M3 mounted on a BAR. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:05, 28 January 2016 (EST)<br />
:::::Was the PK-A that can be mounted on the AK around in the 60's? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:57, 28 January 2016 (EST)<br />
::::::I stand corrected....?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:48, 28 January 2016 (EST)<br />
<br />
The Red Dot Sight was first introduced in 1970, when Singlepiont appears in the Vietnam War. --[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:33, 15 April 2016 (EDT)<br />
<br />
== Commando in Black Ops ==<br />
<br />
I think the Commando is an Colt 733 With a Flattop (Colt M4 Commando)?<br />
<br />
[[File:Colt_M733_with_Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm]]<br />
<br />
It looks similar to the Colt M933, but is an M733 with Flattop. The Commando has an Flip Up Iron Sight in the game.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:40, 15 April 2016 (EDT)<br />
<br />
:Firstly, as far as I know there is no such thing as a Model 733 with a flat top, that is just a Model 933. What do you think the difference is? The gun in the game isn't a Model 933 or a 733 though, as regardless of the different design of rail, it also has a slickside upper receiver without a FA or BD. The closest match I can come up with would be a GAU-5A/A with a flash hider rather than the moderator (which was actually done) with a fictional/custom upper with a sight rail. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:37, 15 April 2016 (EDT)<br />
:: c552 is right about the Model 733/Model 933 remarks. I also concur with him about the game gun most closely resembling a GAU-5/A variant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 01:24, 16 April 2016 (EDT)<br />
<br />
:::What it really is, is a gun model made by people that don't actually know anything about guns. In video games a gun can be a whole slew of things do to a dev team's poor gun modeling skills/lack of knowledge. As evidenced by the sling that blocks the bolt release that's used in the reload animation. The main problem is that Treyarch felt the need to make it a flattop AR-15 even though they were never used or made in numbers in the 60s, why would mounting optics on a XM177 carrying handle be so bad? I agree that it seems to be a GAU-5/A with a made-up flattop upper and "filled in" flash hider, I also noticed it has partial magazine fencing too. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:43, 16 April 2016 (EDT)<br />
:::: There were experimental flat-top carbines back then, but as you said they were never actually used or issued. That said, I agree there's nothing wrong with actually having optics on the carry handle - indeed that was the case for the longest time. But it evidently doesn't follow their own rigidly self-imposed aesthetic for the game weapons. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:32, 16 April 2016 (EDT)<br />
<br />
The AR pictured above isn't ''exactly'' an M933, it looks like someone built themselves a lookalike. It has an A1 profile barrel, older slimline handguards, and no bayonet lug. A ''true'' M933 is simply an M4A1 with an 11.5" barrel, retaining the thicker barrel width, double heat shield handguards, and FSP with bayonet lug. That said, however, the Commando in this game is pure fictional franken gun, simply a way for Treyarch to include a "SOPMOD" AR long before the M4 was ever invented and justifying it with the weak excuse that "SOG can get whatever they want". [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:34, 16 April 2016 (EDT)<br />
:The Colt carbines are kind of a crap-shoot in regards to what features they have, with the 933 being available with or without a bayonet lug, A1 or A2 profile barrel, and either handguard. [http://www.autoweapons.com/photos10/apr/3240m16j.jpg Here] is another 933 with no lug, an A1 barrel, slim handguards and the M4 style stock, and [http://www.autoweapons.com/photos14/sep/vk340m16a.jpg here] is one to the same spec but with the wide handguards. From what I have seen it seems that the thin barrel and no bayonet lug is the most common option (which makes the most sense as this features are pretty useless on a barrel of this length). I believe that all of these images (including the original posted above) are real Colt weapons advertised on Autoweapons. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]])<br />
So I think it could be an GAU-5/A with Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:25, 16 April 2016 (EDT)<br />
[[File:GAU-5AA with A1 flash hider.jpg|thumb|450px|none|GAU-5A/A with A1 flash hider - 5.56x45mm]]<br />
:No, the GAU-5/A is a different gun with a 10" barrel, the game gun has a longer barrel more like the 11.5" barrel of the GAU-5A/A. This is the gun that you pictured above (which I have properly renamed as the image name was totally nonsensical). Also, when posting images use the code that I have changed it to above so that it is a thumbnail that can have a descriptive caption. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:29, 16 April 2016 (EDT)<br />
::I've rewritten the Commando section to try and have it make some sort of sense, and I noticed that there is an image where it is fitted with optics and has the front sight present (albeit vertically stunted) and the caption reads "Suppressed Colt Commando with Kobra sight. Note clan tag engraved on the charging handle. Also note that, unlike in the released game, the front sight is still present". Anybody know where this is from? Is it early promotional footage or from a beta or what? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:06, 16 April 2016 (EDT)<br />
<br />
I think the reason why it has a removable carry handle because Treyarch do the same Flip up sights to the Enfield, Famas, G11, Aug, and M60. So if these Iron Sight were not in the game, than the Commando would have the M16's Iron sights.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 13:32, 16 April 2016 (EDT)<br />
<br />
Someone who's not on IMFDB told me that he believes that the Commando is exactly the GAU-5A/A configuration about the USAF flash hider in place of the moderator) "''and the flat-topped receiver is not fictional but what appears to be a chopped off carry handle with a bolted on rail. According to [http://www.ar15.com/forums/t_3_118/573301_History_of_flattop_uppers____.html this discussion], this was done in the late 80s and early 90s before the introduction of actual flat-topped receivers. That is also the case with the M16 when mounted with sight attachments apparently. While the article mentions the Model 656 receiver as some kind of justification for the flat-topped receiver actually that's not the case as the BO version is just a chopped off version and this is yet another anachronism''". Ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:17, 15 July 2017 (EDT)<br />
<br />
I swear that everything in this game makes me think they intended it to be set in the 1980's rather than the 1960's. The story about brain-washing and rogue Soviet soldiers feels like a cheesy Cannon Films B movie rather than a 1960's set story. The inclusion of several 80's guns over the more proper arsenal that has already been established by previous games like Vietcong seem to back that theory up. Even the Vietnam elements feel more like 1980's CIA shittery than 1960's. I have no leads on the development team, but it feels like the game was intended to be in the 1980's and was just shifted over to the 60's last minute, which could explain how almost every gun is an anachronism. --[[User:PaperCake|PaperCake]] 14:26, 15 July 2017 (EST)<br />
<br />
Or the 1990's. Plus missions like "Executive Order" takes place in 1963, but in realism, it takes place in 1988. The mission "Rebirth" takes place in 1968, but it suppose to takes place in 1989. The mission "Numbers" takes place in 1968, but for realism, it takes place in 1990, and the mission "WMD" take place in 1968, but it should take place in 1997, which is 6 years after the cold war. Back to the Commando, I just figure out about the model. Treyarch wanted to make this gun like a combination with the older CAR-15s and the M4. The flattop rail was based on the MIL-STD-1913 scope rail, which never used in CAR-15s. When you look at the Commando on the E3 Demo, you can see the MIL-STD-1913 scope rail. The Troy Battle Sights was a modern 2000's sight, and the M203 was model after the M203A1. Black Ops was not suppose to go realism, but it was suppose to be more wacky unlike the Modern Warfare Series. Now, I heard rumors saying that the next Black Ops game was going to be a Vietnam Setting, but not as a wacky game, but focus on realism.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:05, 30 July 2019 (EDT)<br />
<br />
== Red Dot Sights ==<br />
<br />
Originally the RDS were Korba Sights, but on the AK47, AK-74U, and on the RPK, the RDS looks different. I trying to figure what kind of RDS it is.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:23, 10 July 2016 (EDT)<br />
<br />
== Commando Discussion ==<br />
<br />
I read the Topic, and I'm kinda want to search up some Variants of the Commando:<br />
<br />
XM177 Shorty (XM177 Short Barrel with A1 Flash Hider)<br />
<br />
GAU-5AA (On Topic)<br />
<br />
Colt 733 (M16A2/M4 Commando)<br />
<br />
Colt 933 (M4 Commando)<br />
<br />
<br />
Crossfire has the same gun (But a XM177 Flash Hider), and it's based on the Commando in Black Ops, and it was refer as M4 Commando (Also they have an XM177 with flattop).<br />
<br />
The M60, Enfield, G11, AUG, Famas has the same iron sights. So Colt 933 can't count (Plus the optics on the M16 has a flattop, so that could be like the commando).<br />
<br />
Honestly, I don't think this is a GAU-5AA, because I don't see why is it this gun.<br />
<br />
In my theory, this might be a Fictional XM177 with A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 02:49, 22 July 2017 (EDT)<br />
<br />
:XM177 is just the name used for the CAR-15 in US military use in Vietnam, a "fiction XM177 variant" ''is'' a CAR-15 variant. <br />
:Also, it would not be remotely realistic for the CIA to be using MP40s in the 1960s, or the Soviet Union to be using PPShs in the 1960s, and the AKMS doesn't fit as a substitute for a shortened AK because it's full-length. The RPG-7, meanwhile, entered service in 1958, which was before the Cuban Missile Crisis: it just didn't see ''combat'' until Vietnam in real life. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:18, 22 July 2017 (EDT)<br />
::Okay, I could agree with you, The RPG-7 was started in 1958, but it was in service in 1961 by the Soviets. In Cuba, the weapons were the FAL and some WW2 and Korean War Weapons. The RPG-7 first war was the Vietnam War, and it was use by the North Vietnamese and the VC in 1967. I was going to remove the WAW Gun, because it's not like realistic. I don't know the Commando is close to the GAU-5AA, I had to be honest.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 05:19, 22 July 2017 (EDT)<br />
:::To clarify why the GAU-5A/A is stated as the closest match, the reason is that it has the combination of a slickside upper and an 11.5" barrel. The XM177 has a shorter 10" barrel, whilst the XM177E2 has an A1 upper with a forward assist. If you don't know what I mean by this, check out the [[Colt AR-15 Identification Guide]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 21:23, 22 July 2017 (EDT)<br />
::::The in-game gun also appears to have a partial fence on the lower receiver (not a full one), which indeed matches the GAU-5A/A reference image that we have on the main page. By the way, the majority of the GAU-5A/A images that I found online have full fence lowers, while our reference image (with the moderator replaced) is an exception; are there any other images out there with partial fence lowers? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:30, 6 October 2020 (EDT)<br />
<br />
== Models ==<br />
<br />
<br />
I was looking though some models for the AUG, M14, WA2000, and M60. I don't know if it's based on the models from 007 QoS.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 23:45, 12 April 2018 (EDT)<br />
<br />
== ray gun ==<br />
<br />
Where are the wonder weapons like the ray gun<br />
http://callofduty.wikia.com/wiki/Ray_Gun<br />
[[User:IRMacGuyver|IRMacGuyver]] ([[User talk:IRMacGuyver|talk]]) 08:27, 14 August 2018 (EDT)<br />
:The silly ray gun doesn't really qualify for inclusion. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:28, 14 August 2018 (EDT)<br />
<br />
== Two-handed pistol shooting ==<br />
<br />
Is it period accurate to see the two-handed technique being used by almost all characters between 1961 and 1968 in the game? I'm reading that it was invented in 1959 (in this specific case the Weaver stance), but I wonder how much time it took for the technique to have become widespread enough. I suppose that if it became quickly popular, this would have been reflected in the movies of that era, which is not the case, as in a significant number of 1960s-1970s movies the handguns are still held with one hand (well, not all filmmakers must have automatically become familiar with the new stance, but still). There are some exceptions, but in these specific cases it's because the character is practice firing and not participating in actual combat; [[Last Adventure, The#Luger P08|here's]] an example (that's one of the earliest media appearances that I know regarding two-handed firing). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:37, 27 October 2018 (EDT)<br />
<br />
:Now let's start with a brief overview. The earliest pistol grip technique is the one-handed or "bullseye". As we know for certain, this was common up until at least WW2. Some believe that this stance [https://www.reddit.com/r/AskHistorians/comments/26hcyv/why_were_soldiers_and_policemen_originally/ originated in the 18-19th century duels when it made sense to present as narrow a figure as possible to your opponent by standing sideways and firing one-handed]. As for the [https://callofduty.wikia.com/wiki/File:Delta_Force_Five_Seven_MW3.jpg grip featured in CoD games], it is not actually a weaver but a [https://www.armystudyguide.com/content/army_board_study_guide_topics/m9/grip-techniques-used-with.shtml "palm-supported grip" also known as "cup and saucer grip"] or "teacup grip". The saucer grip appears to be [https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.chzbgr.com%2Ffull%2F3197724928%2Fh8C2F490E%2F&imgrefurl=https%3A%2F%2Fcheezburger.com%2F3197724928&docid=p365NpQm3Y9W4M&tbnid=NVV7JAALiZ7G5M%3A&vet=10ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg..i&w=492&h=488&bih=609&biw=1366&q=cup%20and%20saucer%20grip&ved=0ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg&iact=mrc&uact=8 mocked and dismissed as impractical hollywoodism]. It is believed that it can be [http://firearmshistory.blogspot.com/2012/05/handgun-shooting-positions-bad-stances.html traced back to the revolver era of the Wild West and for a number of reasons it is ineffective with modern guns]. In spite of this, however, in [https://youtu.be/jP7J-JNSUu4?t=283 this video] we can clearly see that the saucer grip was taught back in WW2. In summary, the bullseye and saucer grips were both used in WW2 and I believe that was also the case in Vietnam. As for the actual weaver, I don't think I have ever seen a movie or archival footage of it being used back then, I suppose it was just a novelty in the first few decades. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:48, 27 October 2018 (EDT)<br />
::So, the Weaver stance is not the first two-handed technique. But then my original question still stands, being whether the two-handed grip in general (not necessarily the Weaver) was used frequently enough in combat during the 1960s or not (as in, not merely for training purposes), and if it would have been more appropriate to see one-handed shooting for most part. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:21, 28 October 2018 (EDT)<br />
:::I think we can't say if one technique was used more or less back then, all we can do is acknowledge if the given method existed. You see, it's a personal preference, as we can see in the WW2 training video, the two handed stance is more useful when crouching while one handed might have its benefits when standing so really it is a very situational thing. Also bear in mind that COD doesn't even try to portray such details in a realistic manner, I'm pretty sure that their inspiration comes from movies like Platoon or Full Metal Jacket. Considering that BO actually shows both grips (the ASP is one handed) I say that they should at least get credit for portraying both techniques. On another note, I'm just rewatching Terminator 2 and noticed how the T1000 was firing his gun one handed and that made sense since having a mechanical arm would have enough strength and this takes me back to BO3 where it is quite funny how your character uses two handed grip despite having cyborg arms. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:42, 29 October 2018 (EDT)<br />
<br />
::::"''bear in mind that COD doesn't even try to portray such details in a realistic manner''"<br />
<br />
::::[http://youtu.be/Ep85AkCkk-U?t=59 No shit!]<br />
<br />
::::<nowiki>:P</nowiki> Now on a more serious note, that's the thing, the two-handed technique is shown as the most widespread in the game, even when standing. Mind you, the ASP is the only pistol shown fired one-handed during normal gameplay (as in, not during some scripted campaign sequences) - except when a player is downed and his third-person model also does this on all handguns, but that's another story. The thing with the ASP is that it only occurs in first-person view; heck, [http://callofduty.wikia.com/wiki/File:National_Revolutionary_Police_Force_member_Operation_40_BO.JPG just see] how the Cuban police officers are seen firing their ASPs in a level set in 1961; seems a bit far-fetched, don't ya think? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:47, 4 November 2018 (EST)<br />
<br />
On another note, just talking about all these things in the game:<br />
''"We use a lot of gun reference materials and spend a lot of time researching pre-production weapons. We basically make a list of every gun even remotely near our time period, some before some after – '''because if it's a prototype weapon you don't know what year it was introduced'''. And if you're an SOG officer, you're the perfect person to test these weapons."''<br />
<br />
Bravo. Seriously, I even like it. These guys say that "oh, how we explore all this", but they don't even know when this or that weapon was created. On their spot, I would just honestly admit: "well, we just go to the Google Pictures, typing "weapons prototypes", and chose those we liked without thinking about anything," rather than trying to make a good face over a bad game. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:41, 22 May 2019 (EDT)<br />
<br />
== Quality Image Dump Part 2: Electric Boogaloo ==<br />
<br />
I'm about to upload some new images for this page, anyone is free to start putting them onto the page as they wish.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 9 January 2019 (EST)<br />
<br />
<br />
I'll start putting them on soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:37, 9 January 2019 (EST)<br />
<br />
:[[File:CODBO BrowningMG.jpg|thumb|none|600px|]] What is this machine gun? I know I've seen Browning M2 style machine guns with that barrel stabilizer but I can't figure out which one it is for the life of me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 9 January 2019 (EST)<br />
<br />
::I also stumbled upon the same strange gun when researching the vehicle it's mounted on but didn't find anything. The vehicle is a Vietnam War gun truck and these appear to have been armed with pretty standard weaponry, M60 and M2s, nothing out of the ordinary. I don't know why but I have the feeling it's some kind of water cannon maybe modeled after something used in anti war protests of the period. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:05, 10 January 2019 (EST)<br />
<br />
OK. I did the image replacements for the lower-quality sections. For the rest though, sometimes I will find an image that I don't know how to caption, and other times I feel like you've missed some important images (like the idle state image for the one-handed ASP), so I don't feel that confident going through the edit just yet. Can you help with adding some of the sections and maybe check if I missed any important images? Thanks. (and maybe check if I missed any images for your MW2 uploads too)<br />
<br />
In the end though I do expect all of the old images and the old non 16:9 images to be completely replaced. (the TT-33 images for example are 1,440 × 900, which is 16:10)--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:03, 11 January 2019 (EST)<br />
:OK, I have a little trouble figuring out which of those images are 16:10 so let me know which others need replacement. I'll be going through a lot of the uploads though, thanks for your help.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:33, 12 January 2019 (EST)<br />
<br />
A suggestion: when screencapping scope reticles, you should aim at bright areas to make the reticle contrast more strongly with the background. Currently some of your scope images (SVD, PSG-1) have very dark or confusing backgrounds that makes it harder to see the reticle. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:40, 12 January 2019 (EST)<br />
:Yeah I'll get better versions for those two, I usually try to do that with ADS images so every detail is easy to make out.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:53, 12 January 2019 (EST)<br />
<br />
== Ithaca 37 "Stakeout" anachronistic (SN/Date ranges) ==<br />
<br />
Apparently the page had received an overhaul, as there were some gaps in the page. That's fine and much appreciated, but oddly the fact that the Ithaca 37 "Stakeout" is anachronistic has been removed. Well, in case it was due to a lack of information on production dates, I found this site that provides information (with a source) on the serial number ranges for all shotguns made by the Ithaca Gun Co, and apparently the Stakeout was made from 1981 starting in the 371xxxxxxHG** range, to 1993, with the last serial number ending around 372000533. Just though this might be useful. As such, a sawn off Remington Model 870, sawn off Stevens 620A or a Model 37 S-Prefix "Trench gun" would probably suit the 1960s timeline better.<br />
<br />
https://ithacagun.com/serial-numbers/<br />
:Thanks for the info; such input is much appreciated. One thing, though: make sure to sign your talk page posts, by typing "<nowiki>~~~~</nowiki>" without the quotes, or by hitting the pencil icon at the top-left of the editing box. Just a heads-up. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:50, 25 April 2019 (EDT)<br />
<br />
== AR-18 ==<br />
<br />
Just started work on a video project centering around this game, and while taking a close look at the intro cutscene to the "Operation 40" level, I noticed there's a brief glimpse of a guy [https://i.imgur.com/fOqXPRY.jpg training with an AR-18]. The guy to his right looks to be using an M1 Carbine with the post-war upgrades as well. Didn't know whether to put it on the main page or in the misc section here. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 16:36, 8 May 2019 (EDT)<br />
:Absolutely, it deserves a spot on the main page - the ''BOII'' page has a section for [[L85A2]]s that only appear in a cutscene, after all. Nice find. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 8 May 2019 (EDT)<br />
::IMO I think images of stock footage weapons should have their own section, like what I did with the RPD and M79 down at the bottom. It looks kind of misleading to see the AR-18 listed in the Table of Contents at the top of the page when it is not actually a usable weapon in the game. Also, the Crossbow also listed on the bottom is apparently made from an AR-18 lower receiver anyway, so we could merge the entries. That's my two cents --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 17 May 2019 (EDT)<br />
:::I support merging the stock footage weapons into their own section. However, I don't support merging the AR-18 with the Crossbow, due to their vastly different mechanisms. What do you think, Kadorhal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:33, 17 May 2019 (EDT)<br />
<br />
== M1911 one handed rack ==<br />
<br />
I'm curious about the way the character racks the slide with one hand. According to some random dudes that's "[https://www.youtube.com/watch?v=XkwhTTwKmJg Physically impossible]" so my question is, are they right? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:53, 14 May 2019 (EDT)<br />
:Well, [http://youtu.be/-E-FxtDJLAk?t=75 at least with a single pistol] it's possible. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:57, 15 May 2019 (EDT)<br />
::Very nice! Even though I'm pretty sure actual operators wouldn't employ it in an actual combat yet it's still cool. Interestingly, the character in BO3 also does it with his cybernetic arms which I suppose would be even more easier and efficient. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:58, 15 May 2019 (EDT)<br />
:::I've read somewhere that soldiers have been trained to do it that way in case of injury, and Treyarch took the inspiration from this, although I don't know if it's exactly the case. On another note, you also have the [http://youtu.be/fOrYM-nuBO4 one-handed press check]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 19 May 2019 (EDT)<br />
::::On other videos I've also seen them recommend in case of injury to press the front of the slide against a wall or something or to clutch it between your thighs. But I gotta give props to Treyarch, they somehow managed to find the tacticoolest and rarest one handed reload haha the video you provided is literally the only place I've seen it IRL. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:19, 19 May 2019 (EDT)<br />
:::::In fairness though (I should have mentioned it much earlier but I forgot), the guy in the video was just releasing the slide with that technique, and not pulling it back from its original position as in BO1 and BO3. Though I wouldn't be surprised if the latter were possible IRL. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 30 May 2019 (EDT)<br />
<br />
== Question about Spetnatz's Guns ==<br />
<br />
I was wondering, if there proofs that Soviet Armed Forces used Warsaw Pact guns like [[PM-63]], [[Vz. 61 Skorpion]],AMD-63, etc? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:30, 23 May 2019 (EDT)<br />
::I doubt it. Firstly, they were brand new weapons when BO takes place and as we know, it takes some time before a new weapon goes into widespread use. Secondly, the Soviets had a very strong arms industry on their own so it wouldn't make sense for them to use Warsaw Pact guns even though I presume they could have obtained them easily. But we must also take into account that in BO they even use NATO weaponry from the future so this makes it an alternate reality anyway. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:21, 23 May 2019 (EDT)<br />
<br />
What do you mean by spetsnaz? Ordinary troops, of course not. But the Alpha antiterror group used Scorpion, although they did not exist until 1974. If we mean the special OGPU/NKVD/KGB units, then they used everything they wanted, including American submachine guns, sniper rifles, etc., without worrying about their origin (the USSR in general was extremely double-minded in this regard, not hesitating to buy anything from its "enemies", if they don't have it yourself; and this tendency, I will tell you in confidence, is still relevant), just in the best spirit of these very video games. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:34, 23 May 2019 (EDT)<br />
:Kiparis, by the way, was developed under the direct impression by the Scorpion, but was not put into use, as it was replaced by the AKS-74U for the unification of ammo and spare parts. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 12:55, 24 May 2019 (EDT)<br />
<br />
==Do we really need all the alternative options?==<br />
While these alternative options provide some interesting historical context, do we really need all of them? Some of the alternatives are becoming more and more fringe and are degenerating into speculation on what the developers intended a weapon to be, and some of the suggestions I just find are plain unnecessary, like suggesting alternatives for the Minigun. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:01, 28 May 2019 (EDT)<br />
:While I certainly agree that stuff like the minigun is kinda beyond saving, I think that the alternatives should definitely stay. There are a few that are a bit... out there, sure, but for the most part, they provide interesting historical and technical information, introduce people to guns they might not've been familiar with, and makes the page seem more constructive. If anything, I'd been thinking about adding these sorts of notes to other pages; it lets us teach not only what's wrong, but what's right. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:27, 28 May 2019 (EDT) P.S.: Man, did that last bit sound pretentious. I'm sorry to everybody that had to read that, but the point still stands.<br />
:: The point is to ID the weapons used - that means describing what's there, not rambling about what isn't. Anything that is speculation or supposition should be done away with. As for any (actually accurate) technical or historical info, some is fine but at a certain point it's too much and comes off as overly encyclopedic.. and we're not supposed to be a gun encyclopedia. At the very least keep any factual 'should be' details simple and again factual; leave out anything along the lines of 'it could be..'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 28 May 2019 (EDT)<br />
:::Yeah, some recent additions were pushing it a bit, but notable/accurate alternatives (such as the Stechkin APS, S&W Model 39, Sa vz. 23, Ithaca 37 Trench Gun, Remington 1100, SA-7 Grail, XM191, etc.) should definitely be kept. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:59, 29 May 2019 (EDT)<br />
::::In addition, I think that for Vietnam, Stevens 77E would be an even more suitable choice (and some of them - this is interesting - subsequently ended up in the USSR). However, I am afraid to once again clutter up the article, so I will leave it at your discretion. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:54, 27 June 2020 (EDT)<br />
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== PK-AV ==<br />
<br />
I think this designation refers to the PK-A Venezuela contract variant, which has an Aimpoint-looking battery slot along the bottom left side of the optic that isn't present on the in-game model; I think it should probably just be listed as "PK-A."--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 4 December 2020 (EST) EDIT - nevermind, "PK-AV" must be the translation of "ПK-AB," but the sight still looks more like the basic PK-A or whatever it is rather than that variant.<br />
<br />
:Done. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:57, 17 August 2022 (EDT)</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&diff=1533959Call of Duty: Modern Warfare II (2022)2022-11-16T09:54:46Z<p>Fine cuisine: funny empty inspects are no more</p>
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<div>{{WIP}}<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare II''<br />
|picture=MWII-cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 28, 2022<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PlayStation 4<br>PlayStation 5<br>Xbox One<br>Xbox Series X/S<br>PC<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.<br />
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A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. <br />
<br />
{{VG Title|Call of Duty: Modern Warfare II}}<br />
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__TOC__<br clear=all><br />
<br />
=Overview=<br />
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the launch build of the game. <br />
<br />
Many weapons are now classified under a "Weapon Platform" system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as "Receivers". Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.<br />
<br />
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.<br />
<br />
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:<br />
* Bruen Bullpup Platform (Steyr AUG-based weapons)<br />
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)<br />
* Bryson 800 Series (Mossberg-based shotguns)<br />
* Bryson Long Range Platform (Remington 700-based weapons)<br />
* Kastovia Platform (AK-based weapons)<br />
* Lachmann Meer (Heckler & Koch roller-delayed weapons)<br />
* M4 Platform (AR-based weapons)<br />
* Tactique Verte (FN SCAR-based weapons)<br />
* XRK (Glock pistols)<br />
<br />
Through the use of grip attachments, the "Tactical Pistol Raise" benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.<br />
<br />
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.<br />
<br />
=Handguns=<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] returns as the ".50 GS" and it's said to be manufactured by Sakin ("Sakin" meaning "Knife" in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.<br />
<br />
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the "SA Comp Barrel".<br />
<br />
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]<br />
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]<br />
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]<br />
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]<br />
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]<br />
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]<br />
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]<br />
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]<br />
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]<br />
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]<br />
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]<br />
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]<br />
<br />
==Glock 17 MOS==<br />
The "X12", manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.<br />
<br />
It can be fitted with a Flux Defense Brace, called "XRK Pistol Stock". It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.<br />
<br />
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.<br />
<br />
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. <br />
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]<br />
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a "3S" writing where the "17" should be on the real Glock.]]<br />
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]<br />
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]<br />
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]<br />
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]<br />
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]<br />
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]<br />
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]<br />
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]<br />
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]<br />
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]<br />
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]<br />
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]<br />
<br />
==Glock 18==<br />
A stylized [[Glock 18]] appears as the "X13 Auto", a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the "X12", even though the real Glock 18 isn't known to exist in this configuration. Other differences from the "X12" include a different grip texture and a tritium front sight. Of note, the "X12", "X13", and MW19's "X16" (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.<br />
<br />
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).<br />
<br />
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.<br />
<br />
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.<br />
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]<br />
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]<br />
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being "3S-A" and adding an "AUTO" writing next to the serial number.]]<br />
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]<br />
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]<br />
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]<br />
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]<br />
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]<br />
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the "Impact Point" carbine kit.]]<br />
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]<br />
<br />
==SIG-Sauer P220 Elite==<br />
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the "P890" (or "Bruen .45" during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.<br />
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.<br />
<br />
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.<br />
<br />
It seems to be a favorite of various members of TF 141 and US MARSOC in "Capture or Kill" are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).<br />
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]<br />
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]<br />
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]<br />
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]<br />
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]<br />
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being ".45 APC".]]<br />
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]<br />
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]<br />
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the "Fast Hands" perk.]]<br />
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]<br />
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]<br />
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]<br />
<br />
===SIG-Sauer P220 X-Six===<br />
Fitting the P220 with the "Matuzek Cottonmouth Barrel" (which is stated to be 140mm long, while the X-Six's is 153mm long), the "Bruen RSH-80 Grip" and the "XRX Heavy V3" trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.<br />
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]<br />
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]<br />
<br />
===SIG-Sauer P220 Carry===<br />
Using the "Matuzek Venom" barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.<br />
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]<br />
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]<br />
<br />
==Smith & Wesson Model 500==<br />
The [[Smith & Wesson Model 500]] appears as the "Basilisk" (or "Centum 5" in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has "Bryson .500 Magnum" markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the "Fast Reload" perk or "Akimbo" attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.<br />
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 (8.75" Barrel) - .500 S&W Magnum]]<br />
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the "Bryson .500 Magnum" markings.]]<br />
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]<br />
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the "Basilisk" in game.]]<br />
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the "Basilisk", mid-Revolver Ocelot imitation.]]<br />
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the "Bryson 780".]]<br />
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]<br />
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]<br />
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:<li>At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.<li>At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.<br/><br/>The primers will always appear as intact, however.]]<br />
<br />
=Submachine Guns=<br />
==AR-57==<br />
A short-barreled [[AR-57]] appears as the "FSS Hurricane" as an SMG in the "M4 Platform". It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the "M4" with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.<br />
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]<br />
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]<br />
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]<br />
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]<br />
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]<br />
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]<br />
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]<br />
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]<br />
<br />
==FN P90 TR==<br />
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the "PDSW 528" as part of the Tactique Defense platform. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new "Rail" category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the "9.5" Duke-30" barrel attachment.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]<br />
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The "PDSW 528" in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]<br />
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]<br />
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]<br />
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]<br />
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]<br />
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]<br />
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]<br />
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]<br />
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]<br />
<br />
==Heckler & Koch HK94A3==<br />
The "Lachmann Sub" is a [[Heckler & Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the "Lachmann Meer" platform (which is clearly supposed to represent the Heckler & Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.<br />
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.<br />
<br />
The "Lachmann Pulsar" barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The "LM Cronus Grip" gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are "S-3-F".<br />
[[File:H&K94Conversion.jpg|thumb|none|450px|Heckler & Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]<br />
[[File:H&KMP5A5.jpg|thumb|none|450px|Heckler & Koch MP5A5, for comparison - 9x19mm]]<br />
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]<br />
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]<br />
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]<br />
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the "Lachmann Sub" has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]<br />
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]<br />
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]<br />
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the "Lachmann-Meer" platform, doesn't eject a round for some reason.]]<br />
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]<br />
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]<br />
<br />
===Heckler & Koch HK94A2===<br />
Using the "Lachmann S76 Factory Stock" will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the "Meer Recoil-56 Factory Stock", is available.<br />
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler & Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]<br />
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A fictionalized [[Heckler & Koch MP7A2]] appears as the "VEL 46" as part of the LMP platform.<br />
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]<br />
[[File:MP7 MWII idle.jpg|thumb|none|600px|The "VEL 46" in the hands of the player character.]]<br />
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]<br />
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]<br />
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]<br />
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]<br />
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]<br />
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]<br />
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]<br />
<br />
==KRISS Vector==<br />
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the "Fennec 45", still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of "special" ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.<br />
<br />
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.<br />
<br />
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5" Fennec Minitac” (a standard Vector's 5.5" barrel), “FTac 8.5" Recon” (actually a 6.5" barrel with a stylized MK5 Modular Rail), and "Fennec Covert Force" (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).<br />
<br />
Stock options include the "Agile Assault-7 Stock" (based on the early TDI Vector prototype stock) and the "FTac Stock Cap" (a Vector SDP's quick-detach sling swivel).<br />
<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]<br />
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a "Fennec".]]<br />
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]<br />
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]<br />
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]<br />
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]<br />
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]<br />
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the "Minibak", now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]<br />
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]<br />
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]<br />
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]<br />
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]<br />
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]<br />
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]<br />
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]<br />
<br />
==PP-19-01 Vityaz==<br />
The [[PP-19-01 Vityaz]] appears as the "Vaznev-9K". It is fitted with a railed AK-100 series polymer style forend. Despite this, it cannot accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs, however.<br />
<br />
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the "SA Response III" barrel attachment.<br />
<br />
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 "Vityaz-SN" - 9x19mm]]<br />
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]<br />
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]<br />
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]<br />
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]<br />
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]<br />
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]<br />
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]<br />
<br />
==SIG-Sauer MPX==<br />
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the "BAS-P". It is Alejandro Vargas' main weapon throughout the campaign, and will be added to multiplayer on Season 1.<br />
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]<br />
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]<br />
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears as the "MX9".<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]<br />
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]<br />
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]<br />
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]<br />
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]<br />
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]<br />
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the "Fast Hands" perk, this will be replaced with a press of the bolt release.]]<br />
<br />
=Shotguns=<br />
==Benelli M4 Super 90==<br />
The [[Benelli M4 Super 90]] appears as the "Expedite 12".<br />
<br />
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the "Fast Reload" perk. Customization options include a 14" short barrel and a collapsible stock<br />
<br />
[[File:Benelli M4 Tactical.jpg|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]<br />
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]<br />
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]<br />
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his "Expedite 12" on the Mexican-American border.]]<br />
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]<br />
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]<br />
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]<br />
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer "Corvus Arms"]]<br />
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]<br />
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]<br />
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]<br />
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]<br />
<br />
==Browning Citori 725==<br />
The [[Over and Under Shotgun|Browning Citori 725]] returns as the "Lockwood 300", with an altered handguard and stock compared to the ''Modern Warfare'' rendition.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]<br />
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]<br />
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]<br />
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]<br />
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]<br />
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]<br />
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]<br />
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]<br />
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]<br />
<br />
=="Corvus Masterkey"==<br />
The underbarrel "12-Gauge Deputy" returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The "Corvus Masterkey", slung underneath an M203 heatshield attached to an M16.]]<br />
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]<br />
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]<br />
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]<br />
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]<br />
<br />
==Mossberg 590==<br />
The [[Mossberg 590]] appears as the "Bryson 800".<br />
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]<br />
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]<br />
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]<br />
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The "Bryson 800" in the campaign.]]<br />
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]<br />
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]<br />
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]<br />
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]<br />
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]<br />
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]<br />
<br />
===Serbu Super Shorty===<br />
The "Bryson 800" can be converted into a [[Serbu Super Shorty]] via the gunsmith.<br />
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]<br />
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]<br />
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]<br />
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]<br />
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]<br />
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]<br />
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]<br />
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]<br />
<br />
==Mossberg 590M==<br />
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the "Bryson 890". It was supposed to be a [[Vepr-12]] since it's called "mviktor" (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well(8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.<br />
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]<br />
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 with 12" barrel - 12 gauge]]<br />
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]<br />
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]<br />
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]<br />
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the "Bryson" markings.]]<br />
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]<br />
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]<br />
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]<br />
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]<br />
<br />
=Rifles/Carbines=<br />
==AAC / Q Honey Badger hybrid==<br />
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the "Chimera". The model depicted is a hybrid of the early AAC version and the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there is no enemies to effectively combat with. It will be available in multiplayer in Season 1.<br />
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]<br />
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]<br />
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]<br />
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]<br />
<br />
==AK-103==<br />
The [[AK-103]] appears as the "Kastov 762". The "Kastov" label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.<br />
<br />
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the "KAS-7 406mm" barrel attachment, as well as AKM's stock via the "Ivanov Wood Stock", while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the "Prolite TL3 Stock". Some of these combinations can be found in the campaign.<br />
<br />
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]<br />
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]<br />
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]<br />
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]<br />
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]<br />
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]<br />
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]<br />
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]<br />
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]<br />
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]<br />
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]<br />
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]<br />
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]<br />
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]<br />
<br />
===AK-104===<br />
Equipping the "Kastovia 343" barrel turns the weapon into an [[AK-104]].<br />
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]<br />
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]<br />
<br />
==AK-105==<br />
An [[AK-105]] with light tan furniture and magazines appears as the "Kastov 545". It employs the "Iraqi reload" technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.<br />
<br />
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.<br />
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]<br />
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]<br />
[[File:MWII-AK105-1.jpg|thumb|none|600px]]<br />
<br />
===AK-74M===<br />
Equipping the "Kastovia 406" barrel turns the weapon into an [[AK-74M]].<br />
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]<br />
<br />
===AKS-74===<br />
Pairing the "KAS-7 406mm" barrel with the "Kastov-Rama" stock turns the rifle into an [[AKS-74]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the "Ivanov Wood Stock" to make it resemble the [[AK-74]].<br />
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]<br />
<br />
==AKS-74UN==<br />
The [[AKS-74U]] appears as the "Kastov-74u". It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the "Iraqi reload" technique when reloading from empty, even including the impossible reloading technique without the stock.<br />
<br />
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.<br />
<br />
The gun can be customized with ZenitCo furniture like handguards and stocks. <br />
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]<br />
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]<br />
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]<br />
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]<br />
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]<br />
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]<br />
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]<br />
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]<br />
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]<br />
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The "Kastov-74u" with a 7.62x39mm magazine as seen in the beta.]]<br />
<br />
==FN SCAR-H==<br />
The [[FN SCAR-H]] appears as the "TAQ-V". The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.<br />
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s "FN Scar 17," with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing "7.26" rounds, but this has been fixed.]]<br />
<br />
==FN SCAR 17S==<br />
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the "TAQ-M", and is fitted with a 20" barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.<br />
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]<br />
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]<br />
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]<br />
<br />
==FN SCAR-L==<br />
A black [[FN SCAR-L]] appears as the "TAQ-56" and it's manufactured by "Tactique Verte", the in-universe equivalent to FN Herstal, which also makes the PDWS 528, a fictionalized P90 variant. It is depicted with incorrect H&K style fire selector markings and a stylized lower receiver.<br />
<br />
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.<br />
<br />
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.<br />
<br />
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.<br />
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]<br />
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]<br />
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]<br />
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]<br />
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]<br />
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]<br />
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]<br />
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]<br />
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]<br />
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]<br />
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]<br />
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]<br />
<br />
===FN SCAR-L CQC===<br />
Equipping the SCAR-L with the "12' Tacshort Barrel" will give it a CQC-length barrel.<br />
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]<br />
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]<br />
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the "TV Cardinal Stock" attachment.]]<br />
<br />
===FN SCAR-L LB===<br />
The "14.5' Tundra Pro Barrel" turns it into the LB variant.<br />
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18" LB (Long Barrel) - 5.56x45mm NATO]]<br />
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]<br />
<br />
==Heckler & Koch HK91A2==<br />
A [[Heckler & Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the "Lachmann-762". Like the other guns in the "Lachmann Meer" platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.<br />
[[File:HK Model 91.jpg|thumb|none|450px|Heckler & Koch HK91A2 - 7.62x51mm NATO]]<br />
[[File:HKG3A3.jpg|thumb|none|450px|Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO]]<br />
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]<br />
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]<br />
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]<br />
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]<br />
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]<br />
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]<br />
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]<br />
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]<br />
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]<br />
<br />
===Heckler & Koch HK91A3===<br />
Fitting the rifle with the "Lachmann S9 Factory" stock makes it resemble an HK91A3.<br />
[[File:HK91A3.jpg|thumb|none|450px|Heckler & Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]<br />
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]<br />
<br />
==Heckler & Koch HK93A2==<br />
A shortened [[Heckler & Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the "Lachmann-556". Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].<br />
<br />
It is intended to be an [[HK53]], as evidenced by the game files referring to it as "ar_kilo53", though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the "Lachmann Nova" or "LM Aurora 90 Barrel" attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the "Lach-12 Barrel".<br />
<br />
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.<br />
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler & Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]<br />
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The "Lachmann-556" has a slightly longer barrel than this weapon.]]<br />
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]<br />
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]<br />
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]<br />
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]<br />
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]<br />
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]<br />
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]<br />
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]<br />
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]<br />
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]<br />
<br />
===Heckler & Koch HK93A3===<br />
Fitting the weapon with the "Lachmann S9 Factory" stock and the full-sized "Lachmann Nova" barrel turns it into an HK93A3.<br />
[[File:Hk93a3.jpg|thumb|none|450px|Heckler & Koch HK93A3 - 5.56x45mm NATO.]]<br />
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]<br />
<br />
=="M4"==<br />
A fully-automatic custom [[AR-15]]-type carbine with a 12" barrel appears as the "M4". The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.<br />
<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5" stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20" Barrel” attachment gives it a KAC M5 RAS/20" barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the "Demo Precision Elite Factory" stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.<br />
<br />
Other barrel options include the "7.5' Tempus Firebrand", the "Tempus Trench Pro", which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the "419mm EXF Barrel", a 16 inch barrel paired with an URX 3.1 inspired rail and the "11.5' T-H4 Barrel", which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.<br />
<br />
In-game, it's stated to be manufactured by the fictional Tempus Armament.<br />
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]<br />
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]<br />
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]<br />
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the "M4," a different posture from the previous game's Colt 933.]]<br />
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]<br />
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]<br />
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]<br />
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]<br />
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The "M4" uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the "FTac Recon".]]<br />
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]<br />
<br />
=="FTac Recon"==<br />
Another AR-15 variant, chambered in .458 SOCOM, appears as the "FTac Recon". It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.<br />
<br />
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default "M4" in-game, but with aesthetic similarities to the "XRK M4" from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. <br />
<br />
Unlike the 5.56 "M4" seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12" barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.<br />
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]<br />
<br />
==M14==<br />
Two [[M14]] variants appear in the game. The "SO-14" is a variant classed as a battle rifle. The base chassis of the "SO-14" appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.<br />
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]<br />
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]<br />
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]<br />
<br />
==Mk 14 Mod 0 Enhanced Battle Rifle==<br />
The [[Mk 14 Mod 0 EBR]] appears as the "EBR-14", classed as a marksman rifle.<br />
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]<br />
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]<br />
<br />
==M16A3==<br />
The [[M16A3]] (Colt Model 901) appears as the "M16". It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the "M4". Along with the two extended magazine options available for the "M4", the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).<br />
<br />
A properly functioning M16A3-style rifle can also be achieved by modifying the "M4" mentioned above, although keeping the non-milspec upper and lower receiver.<br />
<br />
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].<br />
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]<br />
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]<br />
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]<br />
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]<br />
[[File:Mw22 m16 (6).jpg|thumb|none|600px|"Aiming" through the way too large carry handle rear aperture.]]<br />
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]<br />
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the "M4".]]<br />
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. "My Little Friend")|Little Friend]] in the cartel's armory in "El Sin Nombre".]]<br />
<br />
===Mk 18 Mod 0===<br />
The "11.5 Carbine Shroud" attachment gives it an AR carbine handguard/10.5" barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).<br />
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]<br />
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the "11.5 Carbine Shroud" and telescopic stock and you got yourself a Mk18 Mod 0.]]<br />
<br />
===Mk 18 Mod 1===<br />
Fitting the M16A3 with the "11.5 T-H4 Barrel" and any telescoping stock will create a Mk 18 Mod 1.<br />
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]<br />
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]<br />
<br />
===M4A1 Carbine===<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5" stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).<br />
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]<br />
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]<br />
<br />
==Marlin Model 336==<br />
The [[Marlin Model 336]] appears as the "Lockwood Mk2", under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the "MK2 Carbine", but this time the shape of the ejection port indicates that it is a Model 336.<br />
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]<br />
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]<br />
<br />
==SIG-Sauer MCX VIRTUS==<br />
The [[SIG-Sauer MCX VIRTUS]] appears as the "M13B". It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of approximately 9 inches. It will be added to multiplayer as part of Season 1 content. It is seen in the campaign in the hands of Kyle "Gaz" Garrick while he is an NPC.<br />
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9" barrel - 5.56x45mm NATO]]<br />
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]<br />
<br />
==Steyr AUG A3==<br />
The [[Steyr AUG A3]] appears as the "STB 556".<br />
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]<br />
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AW50==<br />
The [[Accuracy International AW50]] appears as the "Victus XMR"; it will be available in Season 1 under the Imperatorium platform. Either due to a glitch or error, the "Victus XMR" name is instead appended to the MCPR-300/Barrett MRAD.<br />
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]<br />
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]<br />
<br />
==Barrett MRAD==<br />
The [[Barrett MRAD]] appears as the "MCPR-300" (standing for "Multi-Caliber Precision Rifle", 300 magnum) under the MRBA weapon platform. Either due to a glitch or error, it is given the name "Victus XMR" instead of its correct MCPR-300 designation.<br />
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]<br />
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]<br />
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside "Breenbergh Hotel".]]<br />
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]<br />
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]<br />
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]<br />
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]<br />
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is "Cronen", the optics manufacturer from MW19.]]<br />
<br />
==Gepard GM6 Lynx==<br />
The [[Gepard GM6 Lynx]] appears as the "Signal 50".<br />
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]<br />
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]<br />
<br />
==Heckler & Koch SR9(TC)==<br />
The [[Heckler & Koch SR9(TC)]] appears as the "LM-S", under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.<br />
[[File:HKSR9TC.jpg|thumb|none|450px|H&K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]<br />
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]<br />
<br />
==M24 SWS==<br />
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the "SP-R 208", chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]<br />
<br />
===M24 SWS (in FDE chassis)===<br />
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the "LA-B 330". This is essentially the "ZLR SP-R Overseer" chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.<br />
[[File:MW22 SPR 3.jpg|thumb|none|600px]]<br />
<br />
===M24 SWS (in custom chassis)===<br />
The "SA-B 50" marksman rifle is another variant in a custom chassis, which is a modified version of the "XRK SP-LITE 208 Blitz" chassis from ''Modern Warfare''.<br />
[[File:MW22 SPR 2.jpg|thumb|none|600px|The "SA-B 50" in the loadout screen.]]<br />
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the "SA-B 50" in the reveal trailer.]]<br />
<br />
==Remington M2010 Enhanced Sniper Rifle==<br />
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the "SP-X 80".<br />
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]<br />
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.<br />
<br />
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission "Kill or Capture".<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]<br />
<br />
==FightLite MCR==<br />
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the "556 Icarus".<br />
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]<br />
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, sandwiched between the carbine and the AR-57 upper.]]<br />
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility..]]<br />
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]<br />
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]<br />
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]<br />
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]<br />
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]<br />
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]<br />
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]<br />
<br />
==Heckler & Koch HK21==<br />
The [[Heckler & Koch HK21]] appears in-game as the "RAPP H". It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the "LMK64 Grip" attachment.<br />
<br />
In the campaign, it's correctly used by the Mexican Army.<br />
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]]<br />
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]<br />
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]<br />
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]<br />
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]<br />
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]<br />
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]<br />
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]<br />
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]<br />
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]<br />
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]<br />
<br />
==IWI Negev NG7==<br />
The [[IWI Negev NG7]] appears in-game as the "SAKIN MG38".<br />
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]<br />
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]<br />
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]<br />
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]<br />
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]<br />
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]<br />
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]<br />
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]<br />
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]<br />
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]<br />
<br />
==RPK==<br />
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.<br />
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]<br />
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called "Kastov" is a mystery, unless the "K" stands for "Kastov" rather than "Kalashnikov".]]<br />
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]<br />
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]<br />
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]<br />
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]<br />
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]<br />
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the "RAAL MG" (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer "EXPEDITE".]]<br />
<br />
==Steyr AUG HBAR-T==<br />
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the "HCR 56". It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).<br />
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]<br />
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]<br />
<br />
=Launchers=<br />
==Carl Gustaf M4==<br />
The [[Carl Gustaf M4]] returns as the "Strela-P".<br />
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]<br />
<br />
==FGM-148 Javelin==<br />
The stylized [[FGM-148 Javelin]] returns as the "JOKR".<br />
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]<br />
<br />
==FN40GL==<br />
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as "Hellscream 40mm" in the gunsmith, though it's called "M203" when picking up a SCAR from the ground.<br />
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]<br />
<br />
==GP-25==<br />
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name "SPW 40mm", despite being identified as an M203 when picking up a dropped weapon equipped with it.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
<br />
==Madbull XM203==<br />
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the "TL40 Fire Drake".<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|400px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
<br />
==Milkor AV-140 MSGL==<br />
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the "REV G-80", firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.<br />
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
<br />
==SA-25==<br />
The "PILA", an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the "[[M84 stun grenade|M84 Flash]]".<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
<br />
==M7 Spider==<br />
A heavily stylized M7 Spider mine is featured as the "Cluster Mine".<br />
<br />
=Mounted Weapons=<br />
==Browning M2HB==<br />
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.<br />
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]<br />
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]<br />
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]<br />
<br />
==M230 Chain Gun==<br />
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==FN M240B==<br />
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]<br />
<br />
==Minigun==<br />
Some kind of minigun is mounted on the "Wheelson" UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.<br />
<br />
=Unusable Weapons=<br />
==Kimber Custom TLE/RL II==<br />
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission "El Sin Nombre". This is a low quality model and it's unusable by the player.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]<br />
<br />
{{Call of Duty Series}}<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&diff=1531146Call of Duty: Modern Warfare II (2022)2022-11-06T03:36:44Z<p>Fine cuisine: /* "M4" */ They're not the same, the empty reload on the older set was more weightless than it is here</p>
<hr />
<div>{{WIP}}<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare II''<br />
|picture=MWII-cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 28, 2022<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PlayStation 4<br>PlayStation 5<br>Xbox One<br>Xbox Series X/S<br>PC<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.<br />
<br />
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. <br />
<br />
{{VG Title|Call of Duty: Modern Warfare II}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles, marksman rifles, light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''MW2019'', with the user often check the magazine and/or chamber in each of the inspect animations. However, some weapon inspect animations (especially with certain weapons such as the Benelli M4 and the Model 336) do not reflect if the weapon is empty or not.<br />
<br />
Many weapons are now classified under a "Weapon Platform" system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as "Receivers". Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.<br />
<br />
The current known Weapon Platforms in ''Modern Warfare II'' are the following:<br />
* M4 Platform (AR-based weapons)<br />
* Kastovia Platform (AK-based weapons)<br />
* XRK (Glock pistols)<br />
* Tactique Verte (FN SCAR-based weapons)<br />
* Lachmann Meer (Heckler & Koch roller-delayed weapons)<br />
* Fennec (KRISS Vector-based weapons)<br />
* Bryson Long Range Platform (Remington 700-based weapons)<br />
* RAAL Platform (SIG-Sauer machine guns)<br />
* Bruen Bullpup Platform (Steyr AUG-based weapons)<br />
<br />
Through the use of grip attachments, the "Tactical Pistol Raise" benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon.<br />
<br />
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.<br />
<br />
=Handguns=<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] returns as the ".50 GS" and it's said to be manufactured by Sakin, the in-game IWI. The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.<br />
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available.<br />
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]<br />
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]<br />
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]<br />
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]<br />
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]<br />
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]<br />
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]<br />
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]<br />
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]<br />
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]<br />
<br />
===Desert Eagle L6===<br />
Fitting the .50 GS with the "SA Comp Barrel" will make it resemble the L6 model of the Desert Eagle.<br />
[[File:DeagleL6.jpg|thumb|none|350px|Desert Eagle L6 - .50 AE]]<br />
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two L6s while waiting in line at the US-Mexican border.]]<br />
<br />
==Glock 17 MOS==<br />
The "X12", manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.<br />
<br />
It can be fitted with a Flux Defense Brace, called "XRK Pistol Stock". It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.<br />
<br />
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.<br />
<br />
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. <br />
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]<br />
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a "3S" writing where the "17" should be on the real Glock.]]<br />
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side.]]<br />
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]<br />
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up throught them even with an empty gun).]]<br />
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]<br />
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]<br />
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]<br />
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]<br />
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]<br />
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]<br />
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]<br />
[[File:Glock_17_with_Flux_Defense_Stock_Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]<br />
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]<br />
<br />
==Glock 18==<br />
A stylized [[Glock 18]] appears as the "X13 Auto", a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the "X12", even though the real Glock 18 isn't known to exist in this configuration. Other differences from the "X12" include a different grip texture and a tritium front sight. Of note, the "X12", "X13", and MW19's "X16" (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.<br />
<br />
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as they are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]])<br />
<br />
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.<br />
<br />
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.<br />
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]<br />
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]<br />
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being "3S-A" and adding an "AUTO" writing next to the serial number.]]<br />
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]<br />
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]<br />
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]<br />
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]<br />
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]<br />
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the "Impact Point" carbine kit.]]<br />
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]<br />
<br />
==SIG-Sauer P220 Elite==<br />
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the "P890" (or "Bruen .45" during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.<br />
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.<br />
<br />
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.<br />
It seems to be a favourite of various members of TF 141 and US MARSOC in "Capture or Kill" are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game)<br />
<br />
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]<br />
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]<br />
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]<br />
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]<br />
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]<br />
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being ".45 APC".]]<br />
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]<br />
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]<br />
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the "Fast Hands" perk.]]<br />
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]<br />
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]<br />
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]<br />
<br />
===SIG-Sauer P220 X-Six===<br />
Fitting the P220 with the "Matuzek Cottonmouth Barrel" (which is stated to be 140mm long, while the X-Six's is 153mm long), the "Bruen RSH-80 Grip" and the "XRX Heavy V3" trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.<br />
[[File:Sig-sauer-p220-x-six-45acp-9mm.jpg|thumb|none|300px|SIG-Sauer P220 X-Six - .45 ACP]]<br />
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]<br />
<br />
===SIG-Sauer P220 Carry===<br />
Using the "Matuzek Venom" barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.<br />
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]<br />
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]<br />
<br />
==Smith & Wesson Model 500==<br />
The [[Smith & Wesson Model 500]] appears as the "Basilisk" (or "Centum 5" in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has "Bryson .500 Magnum" markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the "Fast Reload" perk or "Akimbo" attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.<br />
<br />
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 (8.75" Barrel) - .500 S&W Magnum]]<br />
[[File:MW22 M500.jpg|thumb|none|600px|The Model 500 in the loadout screen.]]<br />
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]<br />
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the "Basilisk" in game.]]<br />
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the "Basilisk", mid-Revolver Ocelot imitation.]]<br />
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the "Bryson 780".]]<br />
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]<br />
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]<br />
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:<li>At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.<li>At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.<br/><br/>The primers will always appear as intact, however.]]<br />
<br />
=Submachine Guns=<br />
==AR-57==<br />
A short-barreled [[AR-57]] appears as the "FSS Hurricane" as an SMG in the "M4 Platform". It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the "M4" with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.<br />
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]<br />
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]<br />
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]<br />
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]<br />
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]<br />
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]<br />
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]<br />
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]<br />
<br />
==FN P90 TR==<br />
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the "PDSW 528". The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new "Rail" category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the "9.5" Duke-30" barrel attachment.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]<br />
[[File:MW22 P90.jpg|thumb|none|600px|The P90 in the loadout screen. The barrel is noticeably longer and the grips are sharper compared to the real gun. Also note the lack of ejection port.]]<br />
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]<br />
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]<br />
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]<br />
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]<br />
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]<br />
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]<br />
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]<br />
<br />
==Heckler & Koch HK94A3==<br />
The "Lachmann Sub" is a [[Heckler & Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the "Lachmann Meer" platform (which is clearly supposed to represent the Heckler & Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.<br />
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.<br />
<br />
The "Lachmann Pulsar" barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The "LM Cronus Grip" gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are "S-3-F".<br />
<br />
[[File:H&K94Conversion.jpg|thumb|none|450px|Heckler & Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]<br />
[[File:H&KMP5A5.jpg|thumb|none|450px|Heckler & Koch MP5A5, for comparison - 9x19mm]]<br />
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]<br />
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]<br />
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]<br />
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the "Lachmann Sub" has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]<br />
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]<br />
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]<br />
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the "Lachmann-Meer" platform, doesn't eject a round for some reason.]]<br />
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]<br />
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]<br />
===Heckler & Koch HK94A2===<br />
Using the "Meer Recoil-56 Factory Stock" will turn the weapon into a pseudo-HK94A2, with a differently shaped stock<br />
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler & Koch HK94A2 chopped and converted to resemble MP5A2 - 9x19 mm]]<br />
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an MP5A2 in the gunsmith screen.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A fictionalized [[Heckler & Koch MP7A2]] appears as the "VEL 46".<br />
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]<br />
[[File:MP7 MWII idle.jpg|thumb|none|600px|The "Vel 46" in the hands of the player character.]]<br />
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]<br />
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7.]]<br />
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]<br />
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]<br />
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]<br />
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]<br />
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]<br />
<br />
==KRISS Vector==<br />
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the "Fennec 45", still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of "special" ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.<br />
<br />
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the slightly extended barrel and rail (the latter seemingly inspired by the KRISS MK1 Modular Rail) and the two-tone finish that distinguish it from Modern Warfare's model.]]<br />
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a "Fennec".]]<br />
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]<br />
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]<br />
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]<br />
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]<br />
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the "Minibak", now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]<br />
<br />
==PP-19-01 Vityaz==<br />
The [[PP-19-01 Vityaz]] appears as the "Vaznev-9K". It is fitted with a railed AK-100 series polymer style forend. Despite this, it cannot accept any underbarrel accessories in multiplayer (Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs, however).<br />
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines.<br />
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 "Vityaz-SN" - 9x19mm]]<br />
[[file:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]<br />
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]<br />
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]<br />
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]<br />
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]<br />
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]<br />
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]<br />
<br />
==SIG-Sauer MPX==<br />
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the "BAS-P". It is Alejandro Vargas' main weapon throughout the campaign, and it is currently exclusive to singleplayer.<br />
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]<br />
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]<br />
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears as the "MX9".<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]<br />
<br />
=Shotguns=<br />
==Benelli M4 Super 90==<br />
The [[Benelli M4 Super 90]] appears as the "Expedite 12".<br />
<br />
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the "Fast Reload" perk.<br />
[[File:Benelli M4 Tactical.jpg|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]<br />
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]<br />
<br />
==Browning Citori 725==<br />
The [[Over and Under Shotgun|Browning Citori 725]] returns as the "Lockwood 300", with an altered handguard and stock compared to the ''Modern Warfare'' rendition.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]<br />
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]<br />
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]<br />
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]<br />
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]<br />
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]<br />
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]<br />
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]<br />
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]<br />
<br />
=="Corvus Masterkey"==<br />
The underbarrel "12-Gauge Deputy" returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
<br />
==Mossberg 590==<br />
The [[Mossberg 590]] appears as the "Bryson 800".<br />
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]<br />
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]<br />
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]<br />
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The "Bryson 800" in the campaign.]]<br />
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]<br />
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]<br />
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]<br />
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]<br />
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]<br />
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]<br />
===Serbu Super Shorty===<br />
The "Bryson 800" can be converted into a [[Serbu Super Shorty]] via the gunsmith.<br />
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]<br />
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]<br />
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]<br />
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]<br />
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]<br />
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]<br />
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]<br />
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]<br />
<br />
==Mossberg 590M==<br />
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the "Bryson 890". It was supposed to be a [[Vepr-12]] since it's called "mviktor" (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well(8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.<br />
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]<br />
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 with 12" barrel - 12 gauge]]<br />
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]<br />
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]<br />
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]<br />
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the "Bryson" markings.]]<br />
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]<br />
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]<br />
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]<br />
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]<br />
<br />
=Rifles/Carbines=<br />
==AAC / Q Honey Badger hybrid==<br />
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the "Chimera". The model depicted is a hybrid of the early AAC version and the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there is no enemies to effectively combat with.<br />
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]<br />
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]<br />
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]<br />
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]<br />
<br />
==AK-103==<br />
The [[AK-103]] appears as the "Kastov 762". The "Kastov" label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.<br />
<br />
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the "KAS-7 406mm" barrel attachment, as well as AKM's stock via the "Ivanov Wood Stock", while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the "Prolite TL3 Stock". Some of these combinations can be found in the campaign.<br />
<br />
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]<br />
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]<br />
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]<br />
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]<br />
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]<br />
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]<br />
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]<br />
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]<br />
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep. You can't hear it but there's a very angry ex-Spetsnaz member screaming in the background after seeing such action.]]<br />
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]<br />
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]<br />
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]<br />
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]<br />
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen.]]<br />
<br />
===AK-104===<br />
Equipping the "Kastovia 343" barrel turns the weapon into an [[AK-104]].<br />
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]<br />
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]<br />
<br />
==AK-105==<br />
An [[AK-105]] with light tan furniture and magazines appears as the "Kastov 545". It employs the "Iraqi reload" technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.<br />
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.<br />
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]<br />
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]<br />
[[File:MWII-AK105-1.jpg|thumb|none|600px]]<br />
<br />
===AK-74M===<br />
Equipping the "IG-K30 406mm" barrel turns the weapon into an [[AK-74M]].<br />
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]<br />
<br />
==AKS-74UN==<br />
The [[AKS-74U]] appears as the "Kastov-74u". It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. It employs the "Iraqi reload" technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.<br />
<br />
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available for the AK-105 serves as the only extended option.<br />
The gun can be customized with ZenitCo furniture like handguards and stocks. <br />
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]<br />
[[File:MW22 AKS74U.jpg|thumb|none|600px|The AKS-74UN in the loadout screen.]]<br />
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]<br />
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]<br />
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds.]]<br />
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]<br />
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]<br />
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]<br />
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The "Kastov-74u" with a 7.62x39mm magazine as seen in the beta.]]<br />
<br />
==FN SCAR-H==<br />
The [[FN SCAR-H]] appears as the "TAQ-V". A typo in the gunsmith erroneously describes the weapon as firing "7.26mm" cartridges.<br />
The default magazine for the SCAR-H is a black 20-round proprietary model, a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.<br />
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s "FN Scar 17," with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent.]]<br />
<br />
==FN SCAR 17S==<br />
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the "TAQ-M", and is fitted with a 20" barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.<br />
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]<br />
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]<br />
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]<br />
<br />
==FN SCAR-L==<br />
A black [[FN SCAR-L]] appears as the "TAQ-56" and it's manufactured by "Tactique Verte", the in-universe equivalent to FN Herstal, which also makes the PDWS 528, a fictionalized P90 variant. It is depicted with incorrect H&K style fire selector markings and a stylized lower receiver.<br />
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.<br />
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.<br />
It is a favourite of Shadow Company operators in the campaign, being commonly found with various attachments.<br />
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]<br />
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]<br />
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]<br />
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]<br />
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]<br />
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]<br />
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]<br />
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]<br />
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]<br />
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]<br />
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]<br />
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]<br />
<br />
===FN SCAR-L CQC===<br />
Equipping the SCAR-L with the "12' Tacshort Barrel" will give it a CQC-length barrel.<br />
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]<br />
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]<br />
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the "TV Cardinal Stock" attachment.]]<br />
<br />
===FN SCAR-L LB===<br />
The "14.5' Tundra Pro Barrel" turns it into the LB variant.<br />
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18" LB (Long Barrel) - 5.56x45mm NATO]]<br />
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]<br />
<br />
==Heckler & Koch HK91A2==<br />
A [[Heckler & Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the "Lachmann-762". Like the other guns in the "Lachmann Meer" platform, it lacks a paddle magazine release, distinguishing it from the military [[Heckler & Koch G3A3|G3]]. It appears to be fitted with a stylized slimline handguard.<br />
[[File:HK Model 91.jpg|thumb|none|450px|Heckler & Koch HK91A2 - 7.62x51mm NATO]]<br />
[[File:HKG3A3.jpg|thumb|none|450px|Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO]]<br />
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]<br />
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]<br />
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]<br />
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]<br />
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]<br />
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]<br />
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]<br />
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]<br />
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]<br />
<br />
<br />
===Heckler & Koch HK91A3===<br />
Fitting the rifle with the "Lachmann S9 Factory" stock makes it resemble an HK91A3.<br />
[[File:HK91A3.jpg|thumb|none|450px|Heckler & Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]<br />
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]<br />
<br />
==Heckler & Koch HK93A2==<br />
A shortened [[Heckler & Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the "Lachmann-556". Once again, the lack of a paddle magazine release distinguishes it from the select-fire [[HK33]].<br />
<br />
It is intended to be an [[HK53]], as evidenced by the game files referring to it as "ar_kilo53", though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the "Lachmann Nova" or "LM Aurora 90 Barrel" attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the "Lach-12 Barrel".<br />
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.]]<br />
<br />
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler & Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]<br />
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO]]<br />
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]<br />
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]<br />
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]<br />
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]<br />
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]<br />
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]<br />
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]<br />
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]<br />
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]<br />
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]<br />
===Heckler & Koch HK93A3===<br />
Fitting the weapon with the "Lachmann S9 Factory" stock and the full-sized "Lachmann Nova" barrel turns it into an HK93A3.<br />
[[File:Hk93a3.jpg|thumb|none|450px|Heckler & Koch HK93A3 - 5.56x45mm NATO.]]<br />
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]<br />
<br />
=="M4"==<br />
A fully-automatic custom [[AR-15]]-type carbine with a 12" barrel appears as the "M4". The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.<br />
<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5" stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20" Barrel” attachment gives it a KAC M5 RAS/20" barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the "Demo Precision Elite Factory" stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.<br />
Other barrel options include the "7.5' Tempus Firebrand", the "Tempus Trench Pro", which retains the same barrel an rail lenght and swaps the handguard for a black KeyMod one, the "419mm EXF Barrel", a 16 inch barrel paired with an URX 3.1 inspired rail and the "11.5' T-H4 Barrel", which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.<br />
<br />
In-game, it's stated to be manufactured by the fictional Tempus Armament.<br />
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]<br />
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]<br />
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The unnecessary picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]<br />
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the "M4".]]<br />
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]<br />
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]<br />
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]<br />
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]<br />
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The "M4" uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the "FTAC Recon".]]<br />
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]<br />
<br />
=="FTac Recon"==<br />
Another AR-15 variant, chambered in .458 SOCOM, appears as the "FTac Recon". It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.<br />
<br />
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default "M4" in-game, but with aesthetic similarities to the "XRK M4" from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. <br />
<br />
Unlike the 5.56 "M4" seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12" barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.<br />
<br />
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]<br />
<br />
==M14==<br />
Two [[M14]] variants appear in the game. The "SO-14" is the select-fire variant classed as a battle rifle. The base chassis of the "SO-14" appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block.<br />
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]<br />
[[File:SOCOM_16_CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]<br />
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]<br />
<br />
==Mk 14 Mod 0 Enhanced Battle Rifle==<br />
The [[Mk 14 Mod 0 EBR]] appears as the "EBR-14", classed as a marksman rifle.<br />
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]<br />
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]<br />
<br />
==M16A3==<br />
The [[M16A3]] (Colt Model 901) appears as the "M16". It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the "M4". Along with the two extended magazine options available for the "M4", the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).<br />
<br />
A properly functioning M16A3-style rifle can also be achieved by modifying the "M4" mentioned above, although keeping the non-milspec upper and lower receiver.<br />
<br />
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].<br />
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]<br />
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]<br />
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]<br />
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]<br />
[[File:Mw22 m16 (6).jpg|thumb|none|600px|"Aiming" through the way too large carry handle rear aperture.]]<br />
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]<br />
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the "M4".]]<br />
<br />
===Mk 18 Mod 0===<br />
The "11.5 Carbine Shroud" attachment gives it an AR carbine handguard/10.5" barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).<br />
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]<br />
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the "11.5 Carbine Shroud" and telescopic stock and you got yourself a Mk18 Mod 0.]]<br />
<br />
===Mk 18 Mod 1===<br />
Fitting the M16A3 with the "11.5 T-H4 Barrel" and any telescoping stock will create a Mk 18 Mod 1.<br />
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|350px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]<br />
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]<br />
<br />
===M4A1 Carbine===<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5" stepped barrel/AR front sight, turning it into an [[M4A1]].<br />
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]<br />
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]<br />
<br />
==Marlin Model 336==<br />
The [[Marlin Model 336]] appears as the "Lockwood Mk2", under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the "MK2 Carbine", but this time the shape of the ejection port indicates that it is a Model 336.<br />
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]<br />
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]<br />
<br />
==SIG-Sauer MCX VIRTUS==<br />
The [[SIG-Sauer MCX VIRTUS]] appears as the "M13B". It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of approximately 9 inches. It is currently not available in the game, but it has been datamined. It is seen in the campaign in the hands of Kyle "Gaz" Garrick while he is an NPC.<br />
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9" barrel - 5.56x45mm NATO]]<br />
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]<br />
<br />
==Steyr AUG A3==<br />
The [[Steyr AUG A3]] appears as the "STB 556".<br />
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]<br />
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AW50==<br />
The [[Accuracy International AW50]] appears as the "Victus XMR". It is currently not available in the game, but has been datamined and was seen in an official screenshot.<br />
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]<br />
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]<br />
<br />
==Barrett MRAD==<br />
The [[Barrett MRAD]] appears as the "MCPR-300".<br />
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]<br />
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]<br />
<br />
==Gepard GM6 Lynx==<br />
The [[Gepard GM6 Lynx]] appears as the "Signal 50".<br />
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]<br />
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]<br />
<br />
==Heckler & Koch SR9(TC)==<br />
The [[Heckler & Koch SR9(TC)]] appears as the "LM-S", under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.<br />
[[File:HKSR9TC.jpg|thumb|none|450px|H&K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]<br />
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]<br />
<br />
==M24 SWS==<br />
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the "SP-R 208", chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]<br />
<br />
===M24 SWS (in FDE chassis)===<br />
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the "LA-B 330". This is essentially the "ZLR SP-R Overseer" chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.<br />
[[File:MW22 SPR 3.jpg|thumb|none|600px]]<br />
<br />
===M24 SWS (in custom chassis)===<br />
The "SA-B 50" marksman rifle is another variant in a custom chassis, which is a modified version of the "XRK SP-LITE 208 Blitz" chassis from ''Modern Warfare''.<br />
[[File:MW22 SPR 2.jpg|thumb|none|600px|The "SA-B 50" in the loadout screen.]]<br />
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the "SA-B 50" in the reveal trailer.]]<br />
<br />
==Remington M2010 Enhanced Sniper Rifle==<br />
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the "SP-X 80".<br />
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]<br />
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.<br />
<br />
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission "Kill or Capture".<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]<br />
<br />
==FightLite MCR==<br />
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the "556 Icarus".<br />
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]<br />
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, sandwiched between the carbine and the AR-57 upper.]]<br />
<br />
==Heckler & Koch HK21==<br />
The [[Heckler & Koch HK21]] appears in-game as the "RAPP H". It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the "LMK64 Grip" attachment<br />
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]]<br />
[[File:MW2 HK21.jpg|thumb|none|600px|The HK21 in the loadout screen.]]<br />
<br />
==IWI Negev NG7==<br />
The [[IWI Negev NG7]] appears in-game as the "SAKIN MG38". Sakin means "Knife" in Hebrew.<br />
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]<br />
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]<br />
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]<br />
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]<br />
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]<br />
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]<br />
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]<br />
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]<br />
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]<br />
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]<br />
<br />
==RPK==<br />
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.<br />
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]<br />
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called "Kastov" is a mystery, unless the "K" stands for "Kastov" rather than "Kalashnikov".]]<br />
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]<br />
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]<br />
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]<br />
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]<br />
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]<br />
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the "RAAL MG" (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer "EXPEDITE".]]<br />
<br />
==Steyr AUG HBAR-T==<br />
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the "HCR 56". It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).<br />
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]<br />
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]<br />
<br />
=Launchers=<br />
==Carl Gustaf M4==<br />
The [[Carl Gustaf M4]] returns as the "Strela-P".<br />
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]<br />
<br />
==FGM-148 Javelin==<br />
The stylized [[FGM-148 Javelin]] returns as the "JOKR."<br />
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]<br />
<br />
==FN40GL==<br />
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as "Hellscream 40mm" in the gunsmith, though it's called "M203" when picking up a SCAR from the ground.<br />
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]<br />
<br />
==GP-25==<br />
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name "SPW 40mm", despite being identified as an M203 when picking up a dropped weapon equipped with it.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
<br />
==Madbull XM203==<br />
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the "TL40 Fire Drake".<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|400px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
<br />
==Milkor AV-140 MSGL==<br />
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears exclusively in the campaign as the "REV G-80", firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.<br />
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII''. It is mainly used by the Las Almas cartel and the Mexican army.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
<br />
==SA-25==<br />
The "PILA", an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the "[[M84 stun grenade|M84 Flash]]".<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
<br />
==M7 Spider==<br />
A heavily stylized M7 Spider mine is featured as the "Cluster Mine".<br />
<br />
=Mounted Weapons=<br />
==Browning M2HB==<br />
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.<br />
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]<br />
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]<br />
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]<br />
<br />
==M230 Chain Gun==<br />
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==FN M240B==<br />
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]<br />
<br />
==Minigun==<br />
Some kind of minigun is mounted on the "Wheelson" UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&diff=1529855Call of Duty: Modern Warfare (2019)2022-11-01T14:50:30Z<p>Fine cuisine: /* FGM-148 Javelin */ the reload animation of all time</p>
<hr />
<div>{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare''<br />
|picture=MW19-Cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 25, 2019<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PC<br>PlayStation 4<br>Xbox One<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
<br />
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.<br />
<br />
'''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''.<br />
<br />
With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.<br />
<br />
{{VG Title|Call of Duty: Modern Warfare}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to. <br />
<br />
There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.<br />
<br />
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').<br />
<br />
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.<br />
<br />
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the [[Heckler & Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.<br />
<br />
Additional trivia on weapons in ''Modern Warfare'':<br />
* In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.<br />
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.<br />
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.<br />
* All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.<br />
*Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.<br />
*Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.<br />
*Ejected casings realistically have charred markings near their necks.<br />
*On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.<br />
<br />
=Handguns=<br />
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.<br />
<br />
==".357"==<br />
The ".357" is a hybrid between the [[Colt Anaconda]] and the [[Smith & Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a [[Colt Python]], and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.<br />
<br />
The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.<br />
<br />
By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.<br />
<br />
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.<br />
<br />
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.<br />
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum]]<br />
[[File:S&WModel581.jpg|thumb|none|350px|Smith & Wesson Model 581 - .357 Magnum]]<br />
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]]<br />
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Golem.]]<br />
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]<br />
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]<br />
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]<br />
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]]<br />
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]<br />
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]<br />
[[File:Mw2019revolver3rdperson.jpg|thumb|none|600px|An Allegiance soldier stops to examine the frankenvolver.]]<br />
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, VSS Vintorez/Dragunov hybrid shoulder stock.]]<br />
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]]<br />
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.]]<br />
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]<br />
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]<br />
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]<br />
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]<br />
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]<br />
<br />
==="XRK .357"===<br />
The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the [[Smith & Wesson Model 327 R8]]. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.<br />
[[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".]]<br />
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]<br />
<br />
==Beretta M9A3==<br />
The [[Beretta M9A3]] was added in Season 3 as the "Renetti". It is depicted with front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.<br />
<br />
The "Renetti" can be turned into a pseudo-[[Beretta 93R]]: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.<br />
<br />
The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.<br />
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]<br />
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]<br />
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]<br />
[[File:MW M9A3 (1).jpg|thumb|none|600px|The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.]]<br />
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]<br />
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]]<br />
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]<br />
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]<br />
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]<br />
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]<br />
[[File:MW19Renetticustom2.jpg|thumb|none|600px|Ghost inspecting his custom M9A3 fitted with an aftermarket barrel and slide, Surefire X400, extended magazines and a suppressor.]]<br />
[[File:MW19Renetticustom1.jpg|thumb|none|600px|The hammer hitting the firing pin when shooting the customized M9A3.]]<br />
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]<br />
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire ''within'' each burst.]]<br />
<br />
==="Guard One"===<br />
The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the ''[[Resident Evil]]'' series, specifically Albert Wesker's two-tone Samurai Edge.<br />
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the ''Resident Evil'' video game series.]]<br />
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]<br />
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The "Guard One" blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.]]<br />
[[File:MW19 Guard One Reload.jpg|none|thumb|600px|Doing a tactical reload with the "Guard One", which shows that the extended magazines that come with the blueprint are also stainless steel (and the bullet clipping through the follower is as well).]]<br />
<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds.<br />
<br />
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.<br />
<br />
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.<br />
<br />
The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.<br />
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]<br />
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]<br />
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]<br />
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "FORGE TAC Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]<br />
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]<br />
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]<br />
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]<br />
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]]<br />
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]<br />
[[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines.]]<br />
[[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why [[Call_of_Duty:_Modern_Warfare_2#Desert_Eagle_Mark_XIX|it looks so familiar]].]]<br />
<br />
==Glock 21==<br />
The Gen 3 [[Glock 21]] appears in-game as the "X16". It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces, which should be using the [[MP-443 Grach]] instead.<br />
<br />
It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.<br />
<br />
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (the latter existing in Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.<br />
<br />
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]<br />
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from ''Titanfall'', a game made by former Infinity Ward members (some of whom returned to IW to work on ''Modern Warfare''). Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]<br />
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights...]]<br />
[[File:MW19Glock3.jpg|thumb|none|600px|...which are revealed to be functional night sights. Most of the handgun barrels have this feature in the game.]]<br />
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]<br />
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.]]<br />
[[File:MW19Glock1.jpg|thumb|none|600px|An american PJ operator inspects his customized Glock 21 as he resists the urge to find out if the slide is made out of chocolate or not.]]<br />
[[File:MW19Glock2.jpg|thumb|none|600px|The slide of the custom Glock being pulled when reloading it from empty. Note the "Technician" gloves which are clearly a parody of Mechanix.]]<br />
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]<br />
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]<br />
[[File:MW2019 Glock Arcade.jpg|thumb|none|600px|The "War Beast" arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers. The same machine can be see in the Rec building on Al-Raab Airbase.]]<br />
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]<br />
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]<br />
<br />
===Glock 18C===<br />
The "Singuard Arms Featherweight" barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.<br />
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]<br />
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]<br />
[[File:MW19Glock4.jpg|thumb|none|600px|Gaz inspects his two G18s to figure out why they are not shooting full-auto. He then realizes that the selector is there just for cosmetic purposes.]]<br />
[[File:MW19Glock5.jpg|thumb|none|600px|He then reloads his left one. Notice how the characters are actually using their index finger to drop magazines and release the slide when reloading left handed, unlike in previous Call of Duty titles, that mirrored the animations whether the guns had ambi controls or not.]]<br />
<br />
==="The Howler"===<br />
"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]] (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a [[Smith & Wesson M&P]].<br />
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]<br />
[[File:S&W M&P 45acp.jpg|thumb|none|350px|Smith & Wesson M&P45 with 4.5" barrel - .45 ACP]]<br />
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the "Impossible Task".]]<br />
<br />
==="Urban Defiler"===<br />
The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an [[Arsenal Firearms Strike One]], along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.<br />
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]<br />
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the "Urban Defiler" without its included attachments.]]<br />
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]<br />
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]<br />
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand. This blueprint correctly uses metal magazines instead of the polymer Glock ones, but using any larger mag option reverts them back to the original model with extended baseplates]]<br />
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]<br />
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.]]<br />
<br />
==Kimber Custom TLE/RL II==<br />
The [[Kimber Custom TLE/RL II]] is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.<br />
Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.<br />
<br />
The "Riptide" blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.<br />
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]<br />
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]<br />
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]<br />
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]<br />
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|The game depicts the slide stop on the 1911 engaging the slide on empty reloads.]]<br />
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty. The Kimber 1911 is the only automatic pistol in Modern Warfare where the standard animations have the player characters interact with the slide release instead of power stroking the slide on empty.]]<br />
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]<br />
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]<br />
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]<br />
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]<br />
[[File:MW191911.jpg|thumb|none|600px|Captain Price reloads a "Riptide" 1911 with the Kimber Warrior grips. Also note the rubberbands holding the grip safety depressed.]] <br />
<br />
==="Javelina"===<br />
The unique "Javelina" is a blueprint modification available to owners of the Operator edition. It looks similar to an [[STI Tactical|STI Tactical 5.0]], but has an [[STI Costa Carry Comp]] style rectangular cutout on the left side of the slide. The "Corax", "Bite Strength" and "Blue Dwarf" blueprints also have this resemblance, and the "Obsidian Carat" has an identical frame, but requires the "1911 Stalker" attachment in order to match the slide as well. The "Corax" also has the skeletonized trigger of modern [[SIG-Sauer 1911]] variants (such as the 1911 TACOPS), albeit with a small hole added in it.<br />
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP]]<br />
[[File:MW STI Tactical.jpg|thumb|none|600px|The "Blue Dwarf" STI-style 1911.]]<br />
[[File:MW19corax (1).jpg|thumb|none|600px|Holding a customized "Corax" at the ready.]]<br />
[[File:MW19corax (3).jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW19corax (2).jpg|thumb|none|600px|Swapping magazines. Despite resembling an STI with a double-stack frame, the variant retains the single-stack one of the base Kimber.]]<br />
<br />
==Makarov PM==<br />
The [[Makarov PM]] was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.<br />
<br />
The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. <br />
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]]<br />
[[File:MakarovGunsmith2preview MW19.jpg|thumb|none|600px|Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.]]<br />
[[File:MW2019 Makarov (1).jpg|thumb|none|600px|Wielding the "Sykov" inside the Scrapyard offices.]]<br />
[[File:MW2019 Makarov (2).jpg|thumb|none|600px|Aiming at the lockers.]]<br />
[[File:MW2019 Makarov (3).jpg|thumb|none|600px|Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.]]<br />
[[File:MW2019 Makarov (4).jpg|thumb|none|600px|Ditto, now from empty.]]<br />
[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]]<br />
[[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]]<br />
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]]<br />
[[File:MW2019 Makarov (7).jpg|thumb|none|600px|The "SSB 105mm" barrel (SSB standing for "Sykov's Svet Bochka") gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance.]]<br />
[[File:Makarovdrum.jpg|thumb|none|300px|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]<br />
<br />
===Makarov PB===<br />
The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed [[Makarov PB]] assembly.<br />
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]]<br />
<br />
===Stechkin APS===<br />
The "Sorokin 140mm Auto" barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" and "PP-Karabin". As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin".<br />
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]<br />
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]]<br />
<br />
==SIG-Sauer P320 RX==<br />
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.<br />
<br />
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission (despite the fact that Laswell specifically instructed Price to use "host nation weapons only", which none of Nikolai's acquisitions are). The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.<br />
<br />
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually an M1911 in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).<br />
<br />
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]<br />
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]<br />
[[File:MW P320 (1).jpg|thumb|none|600px|The "M19" in game.]]<br />
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]<br />
[[File:MW P320 (3).jpg|thumb|none|600px|Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX.]]<br />
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]<br />
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]<br />
[[File:MW19 P320 black.jpg|thumb|none|600px|Kyle Garrick reloads his black P320 during a shootout with terrorists in London.]]<br />
[[File:MW P230 Black.jpg|thumb|none|600px|The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]<br />
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]<br />
[[File:MW19P320.jpg|thumb|none|600px|As Alex reloads his P320RX from empty, one can observe that the slide stop is not actually engaged and that the empty magazine still has bullets inside.]]<br />
<br />
=Submachine Guns=<br />
==Brügger & Thomet APC9 K PRO G==<br />
The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO G]] was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the Brügger & Thomet GHM9. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.<br />
<br />
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.<br />
<br />
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum]]<br />
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (1).jpg|thumb|none|600px|The vanilla APC9 K PRO G in Gunsmith.]]<br />
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.]]<br />
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]<br />
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]<br />
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&T's fire selector.]]<br />
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]<br />
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]<br />
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]<br />
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]<br />
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the "FSS Revolution" attachment.]]<br />
[[File:B&T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 PRO G - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.]]<br />
[[File:APC9 SD.jpg|thumb|none|450px|Brügger & Thomet APC9 SD - 9x19mm Parabellum]]<br />
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The "FSS Nightshade" APC9.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.<br />
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
[[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]]<br />
[[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]]<br />
[[File:ScorpionEvoMW19 idle.jpg|thumb|none|600px|]]<br />
[[File:ScorpionEvoMW19 ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:ScorpionEvoMW19 inspect1.jpg|thumb|none|600px|Performing a weapon inspect involves the player character checking the magazine.]]<br />
[[File:ScorpionEvoMW19 inspect2.jpg|thumb|none|600px|Note the "FORGE-TAC" logo.]]<br />
[[File:ScorpionEvoMW19 inspect3.jpg|thumb|none|600px|Then checking the right hand side of the gun. Note the burst fire marking above the fire selector, only accessible through the "12-R Hollowpoint" magazine option.]]<br />
[[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]]<br />
[[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]]<br />
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.]]<br />
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with faux suppressor - 9x19mm]]<br />
[[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.]]<br />
[[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion EVO 3 S2 Micro with SBTEVO folding brace - 9x19mm]]<br />
[[File:MW19 ScorpionK (1).jpg|thumb|none|600px|A Scorpion K-style build with the "CX-23S" short barrel and collapsed "CX-FR" stock, and 12-round Hollow Point mags.]]<br />
[[File:MW19 ScorpionK (2).jpg|thumb|none|600px|The "CX-23" barrel has a short integral suppressor and built-in handstop configuration.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.<br />
<br />
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]<br />
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]<br />
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]<br />
<br />
===FN P90===<br />
The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.<br />
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]<br />
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]<br />
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]<br />
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]<br />
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".]]<br />
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|"The Neutralizer" P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the waffle magazine all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]]<br />
<br />
==Heckler & Koch MP5A3==<br />
The [[Heckler & Koch MP5A3]] appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).<br />
<br />
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the [[PTR 9KT]], an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.<br />
<br />
The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.<br />
<br />
The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler & Koch SP89|SP89]], and changes the HUD name to "[[MP5K]]". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.<br />
<br />
Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the [[MP5A5]]. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.<br />
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]<br />
[[File:H&KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]<br />
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]<br />
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]<br />
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]<br />
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed, however no rounds seem to be extracted from the chamber during this process. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]<br />
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]<br />
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]<br />
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]<br />
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]<br />
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]<br />
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.]]<br />
[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]]<br />
[[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]]<br />
[[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]<br />
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]<br />
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]<br />
<br />
===Heckler & Koch MP5A2===<br />
The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.<br />
[[File:H&KMP5-N.jpg|thumb|none|450px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]]<br />
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]<br />
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]]<br />
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]]<br />
<br />
===Heckler & Koch MP5SD3===<br />
The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an [[MP5SD3]].<br />
[[File:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD3 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the "Point Blank" blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the "FSS Light" and the shorter "Monolithic" integrally suppressed barrel.]]<br />
<br />
===Heckler & Koch MP5SD2===<br />
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler & Koch MP5SD|MP5SD2]].<br />
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 - 9x19mm Parabellum]]<br />
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.]]<br />
<br />
===Heckler & Koch MP5/10===<br />
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler & Koch MP5/10|MP5/10]], minus the bolt hold open assembly.<br />
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]<br />
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]<br />
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&K MP5/10 equipped with a red dot sight and collapsible stock.]]<br />
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A black [[Heckler & Koch MP7|Heckler & Koch MP7A2]] appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]]<br />
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]<br />
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.]]<br />
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]<br />
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.]]<br />
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]<br />
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]<br />
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]<br />
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]<br />
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]<br />
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]<br />
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".]]<br />
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the "Piercer" MP7.]]<br />
<br />
==IMI Uzi==<br />
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].<br />
<br />
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.<br />
<br />
The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.<br />
<br />
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MicroUziPistol.jpg|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]<br />
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]<br />
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.]]<br />
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reload. Note that the weapon has "A-F-S" selector markings, a characteristic of civilian Uzis converted to full-auto.]]<br />
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]<br />
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]<br />
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]<br />
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.]]<br />
<br />
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]<br />
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]<br />
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]<br />
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.]]<br />
<br />
==="Blowback"===<br />
The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.<br />
<br />
The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".<br />
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]<br />
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]<br />
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]]<br />
<br />
==KRISS Vector==<br />
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has most visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. Furthermore, it lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, to the point that the proprietary "Super-V" recoil management system of the real world Vector would not be able to function.<br />
<br />
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).<br />
<br />
There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.<br />
<br />
The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol.<br />
<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.]]<br />
[[File:MW2019 Vector.jpg|thumb|none|600px|]]<br />
[[File:MW2019 Vector2.jpg|thumb|none|600px|]]<br />
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]<br />
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]<br />
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]<br />
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]<br />
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]<br />
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]<br />
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]<br />
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]<br />
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]<br />
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]<br />
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the "Apex" and "Sabre" parts, along with an [[SL8]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]]<br />
<br />
==LWRC SMG-45==<br />
The [[LWRC SMG-45]] was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.<br />
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]<br />
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The "Striker 45" on Rust.]]<br />
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]<br />
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]<br />
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]<br />
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.]]<br />
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]<br />
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]<br />
<br />
===Heckler & Koch UMP45===<br />
The "Undertaker" variant of the SMG-45 resembles the [[Heckler & Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for [[Heckler & Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.<br />
<br />
The UMP45 resemblance also applies to the later-added "Garrote", "Dream Dasher", "Evil Manifest", "Halcyon Days", and "Bat Out Of Hell" blueprints.<br />
<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with RIS rail - .45 ACP]]<br />
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.]]<br />
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]<br />
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]<br />
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]<br />
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]<br />
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. The charging handle now always stays forward in first person.]]<br />
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC - .45 ACP]]<br />
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]<br />
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]<br />
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]<br />
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]<br />
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]<br />
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]<br />
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]<br />
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]<br />
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]<br />
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.]]<br />
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]<br />
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.]]<br />
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears simply as the "AUG". One of the multiple customization options is the "622mm long barrel", which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]<br />
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]<br />
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]<br />
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]<br />
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]<br />
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]<br />
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]<br />
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]<br />
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.]]<br />
<br />
===Steyr AUG A3===<br />
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.<br />
<br />
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.<br />
<br />
The "Gremlin" blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The "Death Roll" blueprint also has the same features (it mounts an A3 SF-style scope by default).<br />
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO]]<br />
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]<br />
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO]]<br />
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]<br />
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]<br />
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]<br />
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]<br />
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.]]<br />
[[File:MW Leecher-issue.jpg|thumb|none|600px|The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.]]<br />
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]<br />
[[File:AUG A3 M1 high rail.jpg|thumb|none|425px|Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO]]<br />
[[File:MW AUG (5).jpg|thumb|none|600px|The "Death Roll" AUG with the A3 M1 style components and a Magpul AFG2.]]<br />
[[File:MW AUG (6).jpg|thumb|none|600px|Aiming down the iron sights mounted on the rail.]]<br />
<br />
=Shotguns=<br />
==AA-12==<br />
The [[AA-12]] was added during Season 6, under the name "JAK-12". It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.<br />
[[File:AA-12 CQB.jpg|thumb|none|400px|AA-12 CQB - 12 gauge]]<br />
[[File:MW2019 AA12 1.jpg|thumb|none|600px|An unmodified "JAK-12" in Gunsmith.]]<br />
[[File:MW2019 AA12.jpg|thumb|none|600px|Similar to the ''[[Call of Duty Online]]'' model, the cutlass-type bottom fingerguard is absent.]]<br />
[[File:MW2019 AA-12 (1).jpg|thumb|none|600px|Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.]]<br />
[[File:MW2019 AA-12 (2).jpg|thumb|none|600px|The AA-12 CQB inside the TV Station's server room.]]<br />
[[File:MW2019 AA-12 (3).jpg|thumb|none|600px|Using the iron sights.]]<br />
[[File:MW2019 AA-12 (4).jpg|thumb|none|600px|Partial reloads are performed in a manner similar to the RO933 carbine.]]<br />
[[File:MW2019 AA-12 (5).jpg|thumb|none|600px|Locking the bolt back on empty.]]<br />
[[File:MW2019 AA-12 (6).jpg|thumb|none|600px|Sliding in a fresh 8-round stick magazine.]]<br />
[[File:MW2019 AA-12 (7).jpg|thumb|none|600px|Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.]]<br />
[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]]<br />
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]<br />
<br />
==Browning Citori 725==<br />
A visually altered [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.<br />
<br />
A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]<br />
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]<br />
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]<br />
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]<br />
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.<br />
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]<br />
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]<br />
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]<br />
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]<br />
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]<br />
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5" barrel - 12 gauge]]<br />
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5" barrel.]]<br />
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.]]<br />
<br />
===Fostech Origin-12 SBV===<br />
The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.<br />
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]<br />
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the "FORGE TAC Dart" arm brace.]]<br />
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]<br />
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.]]<br />
<br />
==Knight's Armament Masterkey==<br />
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the "12-Gauge Deputy" mounted on an M16-lookalike.]]<br />
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.]]<br />
[[File:MW Masterkey (3).jpg|thumb|none|600px|"Aiming" the device.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Side view of the Masterkey attached to the "Fractured" blueprint of the FAMAS.]]<br />
<br />
===Hybrid Underbarrel Shotgun===<br />
The version available to the post-release [[CTAR-21|Tavor CTAR-21]], [[SIG SG 552]], [[Galil ACE]] and [[AN-94]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the [[M26 MASS]]. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.<br />
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]<br />
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]<br />
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551 lookalike.]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]<br />
<br />
==M26 MASS==<br />
A standalone [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.<br />
<br />
An update in April 2020 added the ability to use Dragon's Breath ammunition.<br />
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]<br />
[[File:TheoneXM26A.jpg|thumb|none|400px|Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm]]<br />
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]<br />
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]<br />
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]<br />
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]<br />
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]<br />
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]<br />
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]<br />
<br />
==Remington 870 MCS==<br />
The [[Remington 870 MCS]] appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.<br />
<br />
A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).<br />
<br />
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.<br />
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]<br />
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]<br />
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]<br />
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]<br />
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]<br />
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]<br />
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]<br />
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]<br />
[[File:Mw2019domino870.jpg|thumb|none|600px|Coalition Operator "Domino" holds a shortened 870.]]<br />
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.]]<br />
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique. With this weapon, as well as the MK2/Marlin 1895 (though with standard animations as well), has the player character insert ammunition continuously as if they had all the requisite ammo in their reloading hand, which begs the question of how the player characters are able to hold 8 12-gauge shells in one hand and are still be able to dexterously reload.]]<br />
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]<br />
[[File:Remington Model 870 DM.jpg|thumb|none|400px|Remington Model 870 DM - 12 gauge]]<br />
[[File:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]<br />
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the "Gulf Stalker" blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.]]<br />
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]<br />
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]<br />
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]<br />
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]<br />
<br />
==Standard Manufacturing DP-12==<br />
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous ''Call of Duty'' games.<br />
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]<br />
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]<br />
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]<br />
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]<br />
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]<br />
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]<br />
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]<br />
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]<br />
<br />
=Rifles & Carbines=<br />
==AK-47==<br />
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:<br />
<br />
*Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0" RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.<br />
*Stock options consist of the "Field LMG Stock", a [[PKM]]-style stock; "Skeleton Stock", an [[AKS-74]] folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.<br />
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.<br />
<br />
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.<br />
<br />
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, when in reality they have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s.<br />
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]<br />
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]<br />
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]<br />
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]<br />
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]]<br />
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.]]<br />
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]<br />
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]<br />
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]<br />
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be the "Flash Guard" attachment which is based on the SureFire SOCOM 3-Prong Flash Hider. However, in the final game the AK-47 uses a different flash guard.]]<br />
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]]<br />
[[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]]<br />
<br />
===AK-74===<br />
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an [[AK-74]] (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.<br />
<br />
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "[[AK-12]]". It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.<br />
<br />
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".<br />
<br />
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining "AK-47".<br />
<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]<br />
[[File:AK-12.jpg|thumb|none|450px|An actual AK-12, for comparison to the "AK-12" found in the singleplayer - 5.45x39mm]]<br />
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.]]<br />
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".]]<br />
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]<br />
[[File:MW AK-12 (3).jpg|thumb|none|600px|An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]<br />
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]<br />
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the "Gilded Arm" was later added in Season 6.]]<br />
<br />
===AKM===<br />
The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf Warriors 2]]''), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.<br />
<br />
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw".<br />
<br />
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]<br />
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]]<br />
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , ''volk''), corresponding to their wolf head logo.]]<br />
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]<br />
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]<br />
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]<br />
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]<br />
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]<br />
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]<br />
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.]]<br />
[[File:MW2019 Resonant.jpg|thumb|none|600px|The "Resonant" blueprint, which seems to be based on ''[[Call of Duty: Infinite Warfare]]''’s "Volk" AK. The energy rounds zap and explode whole enemies in a manner similar to the ''Wunderwaffe DG-2'' from previous games' Zombies modes.]]<br />
<br />
===Arsenal AR-M1===<br />
At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].<br />
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]<br />
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]<br />
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]<br />
<br />
===AKS-74U===<br />
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima".<br />
<br />
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]<br />
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.]]<br />
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in ''Modern Warfare'', all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the ''[[Metro]]'' games).]]<br />
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.]]<br />
<br />
===AKMSU===<br />
The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].<br />
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]<br />
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.]]<br />
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]<br />
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]<br />
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]<br />
<br />
==AN-94==<br />
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production [[AK-12]]/15 rifles. As with ''[[Call of Duty: Black Ops II]]'', the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the ''third'' round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).<br />
<br />
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an [[RPK-74M]] extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.<br />
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]<br />
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]]<br />
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]]<br />
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]]<br />
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]]<br />
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]<br />
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).]]<br />
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]<br />
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]<br />
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]<br />
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]<br />
<br />
==AS Val==<br />
The [[AS Val]] was added in Season 6 as the "AS VAL". Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.<br />
<br />
The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.<br />
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]<br />
[[File:MW2019 ASVAL.jpg|thumb|none|600px|An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.]]<br />
[[File:MW2019 ASVAL1.jpg|thumb|none|600px|The iron sights are repositioned onto the handguard akin to the SR-3M.]]<br />
[[File:MW AS VAL (1).jpg|thumb|none|600px|Spawning in with the AS Val - the character disengages the safety lever.]]<br />
[[File:MW AS VAL (2).jpg|thumb|none|600px|The Val in idle.]]<br />
[[File:MW AS VAL (3).jpg|thumb|none|600px|Aiming with the short radius sights.]]<br />
[[File:MW AS VAL (4).jpg|thumb|none|600px|Reloading tactical style.]]<br />
[[File:MW AS VAL (5).jpg|thumb|none|600px|Throwing out the spent magazine on an empty reload.]]<br />
[[File:MW AS VAL (6).jpg|thumb|none|600px|Working the action underhanded style.]]<br />
[[File:MW AS VAL (7).jpg|thumb|none|600px|Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.]]<br />
[[File:MW AS VAL (8).jpg|thumb|none|600px|The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...]]<br />
[[File:MW AS VAL (9).jpg|thumb|none|600px|...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.]]<br />
<br />
===VSS Vintorez===<br />
Equipping the "VLK Vintazh" stock turns the gun into a [[VSS Vintorez]], while the "VLK Strelok" stock approximates that of the modernized VSSM; while not mandatory, the "Dragunov Scope" and the "SPP 10-R Mags" help further this setup's resemblance to the real deal.<br />
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]<br />
[[File:MW2019 VSSVintorez.jpg|thumb|none|600px|The VSS Vintorez in Gunsmith.]]<br />
[[File:MW2019 VSSVintorez1.jpg|thumb|none|600px|The rifle's other side, showing off the scope mount]]<br />
[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]]<br />
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]]<br />
<br />
===SR-3 Vikhr===<br />
[[SR-3]]/SR-3M Vikhr-like configurations can be made from the "Stovl SOF" barrel and the "Stovl 6P30 Skelet" stock or default stock, respectively. The name in these two attachments is a misspelling of "Stvol", a fictional weapon manufacturer fully known as "Ствол Тактический" in-game, which translates to "barrel tactical"; "6P30" is the GRAU index designation of the AS Val.<br />
[[File:SR3.jpg|thumb|none|350px|SR-3 Vikhr - 9x39mm]]<br />
[[File:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30-round magazine - 9x39mm]]<br />
[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]]<br />
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]]<br />
<br />
==ASh-12.7==<br />
The [[ASh-12.7]] prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.<br />
<br />
It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.<br />
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]<br />
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]<br />
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]<br />
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]<br />
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]<br />
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]<br />
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]<br />
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]<br />
[[File:MW Oden The Liar.jpg|thumb|none|600px|"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]]<br />
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.]]<br />
<br />
==Colt Model 933==<br />
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan BCM B5 Enhanced SOPMOD buttstock, tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.<br />
<br />
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.<br />
<br />
The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with a animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.<br />
<br />
The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.<br />
<br />
[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]<br />
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]<br />
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]<br />
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]<br />
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]<br />
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine stop is properly animated.]]<br />
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]<br />
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]<br />
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.]]<br />
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. The semi-auto marking is missing from the left side of the base weapon.]]<br />
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including "The Purist" blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]<br />
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the "Commando Foregrip", which resembles a Magpul Angled Foregrip.]]<br />
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]<br />
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has some visual features reminiscent of this weapon.]]<br />
[[File:MW Calibrutal.jpg|thumb|none|600px|The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.]]<br />
<br />
===Mk 18 Mod 0===<br />
The “FSS 11.5" Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.<br />
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]<br />
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]]<br />
[[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]]<br />
<br />
===M16A3===<br />
The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble an [[M16A3]] (Colt Model 901). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.<br />
<br />
Just like the base weapon, it can be fitted with a 3-round burst customization (like an [[M16A4]]), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock, as does the "Old Faithful" blueprint. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.<br />
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]<br />
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]<br />
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]<br />
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]<br />
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]<br />
[[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]]<br />
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]<br />
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]<br />
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]<br />
[[File:MW M16 OG (1).jpg|thumb|none|600px|An "OG" M16 in its default configuration.]]<br />
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]<br />
<br />
===Colt 9mm SMG===<br />
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a [[Colt 9mm SMG]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).<br />
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]<br />
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.]]<br />
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]<br />
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]<br />
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]<br />
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]]<br />
<br />
==="XRK M4"===<br />
The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.<br />
<br />
It is equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.<br />
<br />
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK M4" along with an "XRK .357". The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard "M4" weapon model.]]<br />
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".]]<br />
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the "XRK M4" can be found from Marines in the single player campaign.]]<br />
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]<br />
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs.]]<br />
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the “FSS 14.5" Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16" barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard “FSS 14.5" Tac Lite” handguard.]]<br />
<br />
===M4A1 Carbine===<br />
The "Task Force" blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]'', though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.<br />
<br />
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. <br />
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]<br />
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".|600px]]<br />
[[File:MW2019MW2-M400.jpg|thumb|none|600px|Just like with the base gun, picking up/spawning with the rifle involves pulling the charging handle and checking the chamber...]]<br />
[[File:MW2019MW2-M401.jpg|thumb|none|600px|...then smacking the forward assist.]]<br />
[[File:MW2019MW2-M41.jpg|thumb|none|600px|Holding the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".]]<br />
[[File:MW2019MW2-M42.jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]]<br />
[[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]]<br />
[[File:MW2019MW2-M45.jpg|thumb|none|600px|Performing a tactical reload. With Sleight of Hand the player drops simply drops the magazine. Also note the protruding magazine catch.]]<br />
[[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]]<br />
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.<br />
<br />
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.<br />
<br />
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous ''Call of Duty'' games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.<br />
<br />
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.<br />
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]<br />
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]<br />
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.]]<br />
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]<br />
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]<br />
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]<br />
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]<br />
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]<br />
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]<br />
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]<br />
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]<br />
<br />
===FAMAS Valorisé===<br />
The "Fractured Forces" and "Code Breaker" blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. <br />
<br />
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]<br />
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.]]<br />
[[File:MW Valorisé (1).jpg|thumb|none|600px|The "Fractured Forces" in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, but at least it's gold-plated now.]]<br />
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the "Code Breaker".]]<br />
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]<br />
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]<br />
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]<br />
<br />
===FAMAS G1===<br />
A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]].<br />
<br />
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]<br />
[[File:MW FAMAS G1.jpg|thumb|none|600px|A yet-unreleased FAMAS G1 blueprint in an intro screen to the armory.]]<br />
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the "Fractured" blueprint.]]<br />
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]]<br />
<br />
==FN FAL==<br />
The [[FN FAL]] is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.<br />
<br />
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely a hidden attachment or an entirely different weapon entity that was left in the singleplayer as an Easter Egg of sorts.<br />
<br />
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.<br />
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]<br />
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the barrel & muzzle]]<br />
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL "G Series" - 7.62x51mm NATO]]<br />
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]<br />
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]<br />
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games. Initially, the weapon was depicted with "E-S" selector markings, similarly to the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector markings have been changed to "S-F" after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.]]<br />
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]<br />
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]<br />
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]<br />
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]<br />
[[File:MW FAL (8).jpg|thumb|none|600px|The FAL with the "S-F" selector markings...]]<br />
[[File:MW FAL (9).jpg|thumb|none|600px|...while the "Beefeater" variant still has a gold-embossed "E-S" inscription.]]<br />
<br />
===FN FAL Paratrooper===<br />
The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.<br />
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]<br />
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]<br />
<br />
===DSA SA58 OSW===<br />
The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. <br />
[[File:DSA-SA-58-OSW.jpg |thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base "Smooth Dominator" FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]<br />
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]<br />
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]<br />
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]<br />
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.]]<br />
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]<br />
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.]]<br />
<br />
==FN SCAR-H==<br />
The [[SCAR-H]] appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "[[FN]]" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.<br />
<br />
The weapon is also seen in the "Poster" calling card in multiplayer.<br />
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which has no length of pull adjustment), the relocated pins, and the greatly elongated side rails.]]<br />
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.]]<br />
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]<br />
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]<br />
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]<br />
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:<br><br />
* Like the "M4A1", the magazine release is animated.<br><br />
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.<br><br />
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.<br><br />
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).<br><br />
* There are "FORGE TAC Arms USA" markings underneath the rear sight.]]<br />
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]<br />
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]<br />
[[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.]]<br />
[[File:MW SCAR Traitor.jpg|thumb|none|600px|"The Traitor" SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver. ]]<br />
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]<br />
<br />
===FN SSR===<br />
Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.<br />
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]<br />
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]<br />
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]<br />
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]<br />
<br />
===FN SCAR-SC===<br />
The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact [[FN SCAR-SC]], except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.<br />
[[File:FN SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]<br />
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|A SCAR-SC build in Gunsmith.]]<br />
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]<br />
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]<br />
<br />
==Heckler & Koch G36==<br />
The [[Heckler & Koch G36]] was added with the "Season One" content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.<br />
<br />
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.<br />
<br />
The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).<br />
<br />
The most notable trait of the "Necrosis" model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.<br />
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]<br />
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]<br />
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]<br />
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the "Holger-26". Note the chopped down front sight.]]<br />
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the "FORGE TAC" marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]<br />
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]<br />
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]<br />
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]<br />
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]<br />
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]<br />
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]<br />
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler & Koch G36 with low-profile scope rail - 5.56x45mm NATO]]<br />
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The "Necrosis" blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]<br />
[[File:MW G36 Guilded.jpg|thumb|none|600px|The "Gilded" G36 blueprint, which uses the normal-model stock.]]<br />
<br />
===Heckler & Koch G36KA4===<br />
The "XRK Ultralight" barrel attachment turns the weapon into a [[Heckler & Koch G36K|G36KA4]].<br />
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]<br />
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]<br />
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]<br />
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the "Necrosis" blueprint, showcasing the difference in receiver designs.]]<br />
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]<br />
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]<br />
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]<br />
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]<br />
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]<br />
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]<br />
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]<br />
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a "Necrosis" G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]<br />
<br />
===Heckler & Koch G36C===<br />
The “FTAC 8.98" Spitfire” attachment turns the gun into a [[Heckler & Koch G36C|G36C]].<br />
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]<br />
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]<br />
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired "Colonial Standard" G36C included in the "Earth Expeditionary Force" bundle, which also includes a Ripley-themed uniform for SAS character Charly. "Adios" is also from one of the film's M56 Smart Guns.]]<br />
<br />
==Heckler & Koch HK433==<br />
The [[Heckler & Koch HK433]] appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.<br />
<br />
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black".<br />
<br />
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler & Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).<br />
[[File:HK433.jpg|thumb|none|450px|Heckler & Koch HK433, third prototype - 5.56x45mm NATO]]<br />
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]<br />
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]<br />
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.]]<br />
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]<br />
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]<br />
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]<br />
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the "M27 IAR" from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]<br />
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]<br />
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]<br />
<br />
==IWI Galil ACE Hybrid==<br />
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.<br />
<br />
The "CR-56 EXO" attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.<br />
<br />
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.<br />
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15" barrel - 7.62x39mm]]<br />
[[File:ACE GAR51.jpg|thumb|none|450px|IWI Galil ACE GAR51SBR - 7.62x51mm NATO]]<br />
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The Galil ACE with its default 11.8" barrel. The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]<br />
[[File:MW2019 GalilACE.jpg|thumb|none|600px|Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]<br />
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined "Hardhat" map from ''MW3.'' Note the non-standard top cover latch; the ACE series use a conventional AK-style push-button, while the in-game rifle instead uses a sheet-metal tab reminiscent of the [[RPK-16]], with the spot that the button would normally occupy being taken up by the fictional manufacturer's pentagonal logo.]]<br />
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE - though with a rear sight this wide, "pointing" might be a more appropriate verb.]]<br />
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine; the same pentagonal logo is visible here, as is a 3-position selector correctly set to "auto".]]<br />
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]<br />
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]<br />
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]<br />
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in "The Story So Far" trailer.]]<br />
[[File:ACE GAR39.jpg|thumb|none|450px|IWI Galil ACE GAR39SBR - 7.62x39mm]]<br />
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3" Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]<br />
[[File:MW ACE The Divide.jpg|thumb|none|600px|"The Divide" Galil ACE with the GAR39SBR-like barrel and forend.]]<br />
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]<br />
[[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]]<br />
[[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.]]<br />
<br />
==IWI Tavor CTAR-21==<br />
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7". Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.<br />
<br />
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.<br />
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]<br />
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]<br />
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]<br />
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]<br />
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]<br />
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]<br />
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]<br />
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]<br />
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]<br />
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]<br />
<br />
===IWI Tavor TAR-21===<br />
The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.<br />
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]<br />
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the "Eclipse" barrel and other attachments.]]<br />
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The "Corrupter" TAR-21, which also features an even further-stylized chassis.]]<br />
<br />
==Karabiner 98k==<br />
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. <br />
<br />
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).<br />
<br />
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.<br />
<br />
During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.<br />
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]<br />
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]<br />
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]<br />
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]<br />
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]<br />
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]<br />
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]<br />
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]<br />
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]<br />
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]<br />
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]<br />
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]<br />
<br />
==M14==<br />
The [[M14]] appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.<br />
<br />
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. <br />
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]<br />
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the "FORGE TAC" markings.]]<br />
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]<br />
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in ''[[Medal of Honor: Warfighter]]''.]]<br />
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the "FSS Raider Chassis Elite".]]<br />
[[File:MW M14 (6).jpg|thumb|none|600px|Sleight-of-Hand reloading a customized EBR.]]<br />
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]<br />
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the "FSS Raider Chassis Pro".]]<br />
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]<br />
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]<br />
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The "Stay Frosty" M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]<br />
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]<br />
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]<br />
<br />
==Marlin Model 1895==<br />
The [[Marlin Model 1895]] appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.<br />
<br />
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.<br />
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]<br />
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]<br />
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]<br />
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]<br />
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]<br />
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]<br />
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]<br />
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]<br />
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]<br />
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]<br />
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The "Dust Trail" Marlin.]]<br />
<br />
==SIG-Sauer MCX VIRTUS SBR==<br />
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.<br />
<br />
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches, while the "Tempus Cyclone" gives the gun an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The "no stock" attachment normally just removes the stock, but on the "Radioactive" and "Cagefighter" blueprint it replaces it by a buffer tube.<br />
<br />
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.<br />
<br />
A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.<br />
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]<br />
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]<br />
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the "M13".]]<br />
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]<br />
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional "SOLOZERO Optics" manufacturer.]]<br />
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]<br />
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]<br />
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]<br />
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]<br />
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]<br />
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]<br />
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]<br />
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the "Marksman" barrel assembly, with a length somewhere between an MCX SBR's 14.5" barrel and an MCX Patrol's 16" barrel. The handguard is of fictional length; the number of M-LOK slots would suggest a 14.5" barrel, but the dimensions of the handguard are slightly larger than they are supposed to be.]]<br />
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX VIRTUS Patrol.]]<br />
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.]]<br />
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]<br />
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The "Short Stuff" MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's cam plate next to the bolt catch. This is also the case for many other blueprints such as the "Die Cast" and "Cagefighter".]]<br />
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]]<br />
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]<br />
<br />
==SIG SG 552==<br />
The [[SIG SG 552]] was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The "Envenom" and "Mother Lode" blueprints added in Season 5 give the base rifle a highly stylized appearance and use [[IMBEL IA2]]-style stocks. Additionally, the "Mother Lode" has stylised Diamondback iron sights.<br />
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]<br />
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]<br />
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]<br />
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]<br />
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]<br />
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have "22LR" written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the ".223 Rem." marking on the side of the upper receiver, which was changed to "5.56 NATO" sometime in 2020.]]<br />
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]<br />
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]<br />
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]<br />
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]]<br />
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.]]<br />
[[File:IMBEL IA2.jpg|thumb|none|450px|IMBEL IA2 - 5.56x45mm]]<br />
[[File:MW Mother Lode.jpg|thumb|none|600px|The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]]<br />
[[File:MW Envenom.jpg|thumb|none|600px|The "Envenom" blueprint, with an alternate default forend.]]<br />
<br />
===SIG SG 550===<br />
The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip gives it a resemblance to the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).<br />
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]<br />
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]<br />
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the rifle.]]<br />
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]<br />
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]<br />
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]<br />
<br />
===SIG SG 551===<br />
The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.<br />
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]<br />
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]<br />
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 build the Atlas Superstore.]]<br />
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]<br />
<br />
==Zastava M59/66==<br />
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.<br />
<br />
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.<br />
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]<br />
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.]]<br />
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]<br />
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]<br />
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]<br />
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]<br />
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]<br />
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]<br />
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]<br />
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock - 7.62x39mm]]<br />
[[File:MW SKS (12).jpg|thumb|none|600px|The "FTAC Hunter-Scout" stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]<br />
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]<br />
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]<br />
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]<br />
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]<br />
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]<br />
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]<br />
[[File:MWSKS-BayofPigs.jpg|thumb|none|600px|The "Bay of Pigs" variant which could be received during the [[Call of Duty: Black Ops Cold War|''Black Ops Cold War'']] reveal event in Warzone on August 26, 2020.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AX50==<br />
The [[Accuracy International AX50]] is featured in the game.<br />
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]<br />
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]<br />
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]<br />
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]<br />
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]<br />
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]<br />
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]<br />
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]<br />
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]<br />
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the "Corpse Maker" variant.]]<br />
<br />
==Barrett XM109==<br />
The [[Barrett XM109]] was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".<br />
<br />
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer "FTAC Seven Straight" barrel which, when combined with the Tank Brake and with ''not'' using the 25mm grenade ammo, makes it a [[Barrett M82A3]]-like build (though with only five-round mags instead of ten).<br />
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]<br />
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]<br />
[[File:MW2019 XM109.jpg|thumb|none|600px|The base "Rytec AMR" in Gunsmith.]]<br />
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]<br />
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the "Scrapyard" map recreated from ''MW2''.]]<br />
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]<br />
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]<br />
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]<br />
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]<br />
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the "Rytec" advertisers probably didn't have in mind.]]<br />
[[File:M82A1 OldSpec.JPG|thumb|none|500px|Original/Early Specification Barrett M82 - .50 BMG]]<br />
[[File:Barrett M82A3.jpg|thumb|none|500px|Barrett M82A3 - .50 BMG]]<br />
[[File:MW M82.jpg|thumb|none|600px|The AMR with the early Barrett style "XRK Mastodon" stock, bipod, and the "XRK Tank Brake" and "FTAC Seven Straight" modifications.]]<br />
<br />
=="HDR"==<br />
The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. The magwell and a few parts of the receiver appear to be similar to the Victrix Corvus, and the pistol grip is inspired by the Stark Equipment grips. The KeyMod handguard resembles that of the SKAT GM-200, and its lower part is reminiscent of a [[PGM Mini-Hecate]]'s handguard. The weapon is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series.<br />
<br />
An altered version featuring a different receiver and handguard, as well as a skeletonized wooden thumbhole stock, is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart uses 12.7x108mm ammunition.<br />
<br />
A unique "Grassy Knoll" variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called "Hadir's Right Hand".<br />
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]<br />
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]<br />
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]<br />
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The "HDR" in Gunsmith.]]<br />
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the "HDR" - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]<br />
[[File:MW HDR (2).jpg|thumb|none|600px|The basic "HDR" in-game.]]<br />
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]<br />
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]<br />
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]<br />
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]<br />
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an "HDR" in the multiplayer trailer.]]<br />
[[File:MW HDR Gunsmith.jpg|thumb|none|600px|A Gunsmith preview of "Hadir's Right Hand". The "FTAC Champion" stock appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]]<br />
[[File:MW HDR (7).jpg|thumb|none|600px|"Hadir's Right Hand" in multiplayer.]]<br />
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style - note the different style of receiver and forend.]]<br />
<br />
==M24 SWS==<br />
The [[M24 SWS]] was added in Season 6 as the "SP-R 208", under the marksman rifles class. It is fitted with a trigger guard & paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 [[Remington 700 SPS|SPS]] / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the [[Remington Model 7]].<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW M24 Gunsmith.jpg|thumb|none|600px|The default "SP-R 208" in Gunsmith.]]<br />
[[File:MW M24 (1).jpg|thumb|none|600px|Spawning in with the M24 rifle shows the first round being chambered.]]<br />
[[File:MW M24 (2).jpg|thumb|none|600px|The scopeless M24 in idle.]]<br />
[[File:MW M24 (3).jpg|thumb|none|600px|Using the rail-affixed sights.]]<br />
[[File:MW M24 (4).jpg|thumb|none|600px|The character swaps out the rifle's magazines with his dominant hand.]]<br />
[[File:MW M24 (5).jpg|thumb|none|600px|Opening up the action and ejecting the last casing on an empty reload.]]<br />
[[File:MW M24 (6).jpg|thumb|none|600px|The spent mag is tossed aside before loading in a new one and chambering the rifle.]]<br />
[[File:MW M24 (7).jpg|thumb|none|600px|Meleeing with the M24.]]<br />
[[File:MW M24 (8).jpg|thumb|none|600px|The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the "XRK SP-TAC 208 Ultimate" chassis.]]<br />
[[File:MW M24 .300NM.jpg|thumb|none|600px|Inspecting a .300 Norma Magnum rifle set in the "ZLR SP-R Overseer" chassis and with the "Sloan KR-800 DeadEye" bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.]]<br />
[[File:MW M24 .338LM.jpg|thumb|none|600px|Previewing an M24 in .338 Lapua Magnum in the "XRK SP-LITE 208 Blitz" stock chassis and the "Sloan KR-600 Feather" bolt.]]<br />
[[File:MW M24 Gunsmith (2).jpg|thumb|none|600px|The "FSS Virtuoso Pro" stock as seen in Gunsmith.]]<br />
<br />
==SVD Dragunov==<br />
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.<br />
<br />
The "skeleton stock" attachment gives it an [[SVDS]]-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.<br />
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]<br />
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the "Euphrates Bridge" level.]]<br />
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]<br />
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]<br />
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]<br />
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]<br />
[[File:Modernwarfare2019allisvd1.jpg|thumb|none|600px|A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has "MADE IN BELARUS" written on it and is erroneously marked as a POSP in Cyrillic.]]<br />
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]<br />
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]<br />
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]<br />
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the "Plague Sore" Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]<br />
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]<br />
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the "Plague Sore". The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]<br />
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops.<br />
<br />
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]<br />
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]<br />
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|"Aiming" the Minigun.]]<br />
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]<br />
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]<br />
[[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]]<br />
[[File:MW19 Sentrygun (2).jpg|thumb|none|600px|Left side of the automated M134.]]<br />
<br />
==FN Minimi==<br />
The [[FN Minimi]] was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to ''Modern Warfare Remastered'''s multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.<br />
<br />
A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.<br />
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]<br />
[[File:MW2019 M249.jpg|thumb|none|600px|The "Bruen Mk9" in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]<br />
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]<br />
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]<br />
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]<br />
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]<br />
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]<br />
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]<br />
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]<br />
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]<br />
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]<br />
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]<br />
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]<br />
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]<br />
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]<br />
<br />
==Heckler & Koch MG5==<br />
The [[Heckler & Koch MG5]] appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].<br />
<br />
Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the [[Knight's Armament LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.<br />
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler & Koch MG5 - 7.62x51mm NATO]]<br />
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&K MG5 with the aid of the carry handle.]]<br />
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]<br />
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]<br />
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]<br />
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]<br />
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]<br />
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]<br />
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The "Old Wounds" MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]<br />
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the "Hazard" blueprint.]]<br />
[[File:MW MG5 (9).jpg|thumb|none|600px|The "Warhead" MG5 blueprint in-game; a reward for reaching max rank in the first season.]]<br />
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]<br />
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]<br />
<br />
===Heckler & Koch MG5 A2===<br />
The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called "M91 Infantry".<br />
[[File:MG5 A2.jpg|thumb|none|450px|Heckler & Koch MG5 A2 - 7.62x51mm NATO]]<br />
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the "M91 Special Forces" barrel, converting it into the A2.]]<br />
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the "Ruby Rampage".]]<br />
<br />
==Knight's Armament LAMG==<br />
The [[Knight's Armament LMG|Knight's Armament LAMG]] itself was added during Season 5, under the name "FiNN LMG". As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.<br />
<br />
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the [[KAC ChainSAW]], via the "XRK ChainSAW" attachment. The "XRK M309 Forward Assault" stock is also similar to the older KAC LMG's tubular stock.<br />
<br />
The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.<br />
<br />
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]<br />
[[File:MW2019 KACLMG.jpg|thumb|none|600px|The KAC LAMG in Gunsmith, unmodified.]]<br />
[[File:MW2019 KACLMG2.jpg|thumb|none|600px]]<br />
[[File:MW LAMG (1).jpg|thumb|none|600px|Raines with the LAMG in-game.]]<br />
[[File:MW LAMG (2).jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:MW LAMG (3).jpg|thumb|none|600px|Pulling the charging handle from empty.]]<br />
[[File:MW LAMG (4).jpg|thumb|none|600px|Removing the empty belt box.]]<br />
[[File:MW LAMG (5).jpg|thumb|none|600px|Feeding in new links of regular 5.56.]]<br />
[[File:MW LAMG (6).jpg|thumb|none|600px|Closing the LAMG's top cover.]]<br />
[[File:MW LAMG (7).jpg|thumb|none|600px|Thumping a crate with the LAMG.]]<br />
[[File:MW2019 KACLAMGinspect.jpg|thumb|none|600px|The "FiNN" equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.]]<br />
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]<br />
[[File:MW LAMG ChainSAW (1).jpg|thumb|none|600px|The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.]]<br />
[[File:MW LAMG ChainSAW (2).jpg|thumb|none|600px|Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.]]<br />
<br />
==L86A1==<br />
The [[L86A1]] is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.<br />
<br />
It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].<br />
<br />
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]<br />
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]<br />
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]<br />
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]<br />
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]<br />
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]<br />
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]<br />
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]<br />
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]<br />
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]<br />
<br />
===L85A1===<br />
The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.<br />
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]<br />
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]<br />
<br />
==MG34==<br />
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.<br />
<br />
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.<br />
<br />
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".<br />
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]<br />
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]<br />
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]<br />
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]<br />
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]<br />
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]<br />
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]<br />
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.]]<br />
<br />
==PKM==<br />
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.<br />
<br />
The "25.9" heavy barrel" attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.<br />
<br />
Various blueprints such as the "Standard Issue", "Bludgeoner" and "Game Over" are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.<br />
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]<br />
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]<br />
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]<br />
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]<br />
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character does an unnecessary pull of the charging handle before opening the feed tray cover.]]<br />
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier should actually be locked back (with a round ready to be chambered dropped inside the gun), and needs to be dropped forwards before the new belt can be loaded.]]<br />
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]<br />
[[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.]]<br />
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]<br />
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.]]<br />
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]<br />
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]<br />
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]<br />
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The "RAAL" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]]<br />
[[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]]<br />
[[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in "Killhouse".]]<br />
[[File:SIGMG338MW19 ADS.jpg|thumb|none|600px|Looking down the iron sights.]]<br />
[[File:SIGMG338MW19 inspect1.jpg|thumb|none|600px|Inspecting the machine gun involves checking the feed tray.]]<br />
[[File:SIGMG338MW19 inspect2.jpg|thumb|none|600px|Then flipping the gun on its side and taking in the chunky FDE magnificence. Note the "ZLR" manufacturer marking.]]<br />
[[File:SIGMG338MW19 inspect3.jpg|thumb|none|600px|Checking the ejection port and charging handle.]]<br />
[[File:SIGMG338MW19 reload1.jpg|thumb|none|600px|Reloading from empty involves racking the charging handle.]]<br />
[[File:SIGMG338MW19 reload2.jpg|thumb|none|600px|Clearing the feed tray of stray links.]]<br />
[[File:SIGMG338MW19 reload3.jpg|thumb|none|600px|Replacing the ammunition box.]]<br />
[[File:SIGMG338MW19 reload4.jpg|thumb|none|600px|Then closing the unique side folding top cover.]]<br />
<br />
=Launchers=<br />
==Carl Gustaf M4==<br />
The [[Carl Gustaf M4]] appears as the "Strela-P" (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.<br />
<br />
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]<br />
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]<br />
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]<br />
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]<br />
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]<br />
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]<br />
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]<br />
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]<br />
<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin]] appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.<br />
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]<br />
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]<br />
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]<br />
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]<br />
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]<br />
<br />
==FN 40GL==<br />
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).<br />
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]<br />
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]<br />
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]<br />
[[File:MW FN 40GL (3).jpg|thumb|none|600px|"Aiming", which really just zooms in.]]<br />
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]<br />
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]<br />
<br />
==GP-25==<br />
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]<br />
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]<br />
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]<br />
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]<br />
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher can be attached to many of the other weapons in the "assault rifles" category.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike; as with the GP-25 above, the flip-up grenade launcher leaf sight associated with this particular barrel option is never used for its intended purpose.]]<br />
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]<br />
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]<br />
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]<br />
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.]]<br />
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]]<br />
<br />
===Madbull XM203===<br />
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|450px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The fictional launcher attached to a Tavor. [[Call of Duty: Modern Warfare 2#IMI Tavor TAR-21|10 years, and they still haven't learned...]]]]<br />
[[File:MW XM203 (1).jpg|thumb|none|600px|The "M203" affixed to a "Grau 5.56"; like most of the game's UBGLs, it lacks sights of any sort.]]<br />
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]<br />
[[File:MW XM203 (3).jpg|thumb|none|600px|The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.]]<br />
<br />
==Milkor Mark 14==<br />
The [[Milkor Mark 14]] appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected.<br />
<br />
Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.<br />
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]<br />
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in "Proxy War".]]<br />
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]<br />
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.]]<br />
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]<br />
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is featured in the game.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]<br />
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]<br />
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.]]<br />
<br />
==SA-25==<br />
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the "PILA" (plural form of ''pilum'', a type of Roman javelin; it also means "saw" in Russian). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional "FSS" company branding on the gripstock housing.]]<br />
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]<br />
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]<br />
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
The "Flash Grenade" in multiplayer is a [[Model 7290 flashbang grenade]].<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]<br />
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]<br />
<br />
==Mk.V CN Gas Grenade==<br />
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the "Gas Grenade".<br />
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]<br />
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]<br />
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]<br />
<br />
==M18 Smoke Grenade==<br />
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.<br />
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]<br />
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]<br />
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 Hand Grenade]] is featured in the game.<br />
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]<br />
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]<br />
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]<br />
<br />
==M18A1 Claymore==<br />
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.<br />
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]<br />
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]<br />
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]<br />
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]<br />
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]<br />
<br />
==M84 Stun Grenade==<br />
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the "Stun Grenade".<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]<br />
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]<br />
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]<br />
<br />
==Hybrid Bouncing Mine==<br />
The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.<br />
[[File:MW VS Mine (1).jpg|thumb|none|600px|The "Proximity Mine" in the loadout menu.]]<br />
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]<br />
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]<br />
<br />
=="Thermite"==<br />
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from ''Titanfall 2'', a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.<br />
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]<br />
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]<br />
<br />
==RGD-5==<br />
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.<br />
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]<br />
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]<br />
<br />
==RGO Fragmentation Grenade==<br />
The "Hidden" uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.<br />
[[File:RGO.jpg|thumb|none|450px|RGO frag grenade]]<br />
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]<br />
<br />
==M26 hand grenade==<br />
What appears to be [[M26 hand grenade]]s are seen in the background of the player skin overview in multiplayer.<br />
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]<br />
<br />
=Emplaced/Mounted Weapons=<br />
==AGM-114 Hellfire==<br />
The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the Cruise Missile killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires.<br />
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]<br />
[[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]]<br />
<br />
==AGS-17==<br />
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.<br />
[[File:Ags17.jpg|thumb|none|400px|AGS-17 "Plamya" on tripod - 30x29mm]]<br />
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.]]<br />
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance "Wheelson" in a multiplayer match.]]<br />
<br />
==Browning M2HB==<br />
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.<br />
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]<br />
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]<br />
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]<br />
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]<br />
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]<br />
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]<br />
<br />
==Bofors 40mm==<br />
The "Gunship" killstreak in multiplayer has a [[Bofors 40mm]] cannon.<br />
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.]]<br />
<br />
==Bushmaster M242 Chaingun==<br />
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/"IAV" armored vehicles in the game.<br />
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]<br />
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the "Euphrates River" multiplayer level.]]<br />
<br />
==General Electric GAU-8/A Avenger==<br />
The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.<br />
[[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]<br />
[[File:MW19 A-10C.jpg|thumb|none|600px|A cropped image of the "Precision Airstrike" background art - the in-game screen covers the GAU-8 a bit with the description text. The A-10's loadout also includes four AGM-65 Maverick air-to-surface missiles, four AIM-9 Sidewinder air-to-air missiles, and 14 Hydra 70 rockets in LAU-68 rocket pods.]]<br />
<br />
==General Dynamics M197 Vulcan==<br />
The [[M197 Vulcan]] is affixed to the VTOL jumpjet in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.<br />
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]<br />
[[File:MW VTOL M197.jpg|thumb|none|600px|An Allegiance psuedo-AV-8B armed with the Vulcan turret over the Karst River Quarry. The Allegiance version has a Sukhoi "Flanker"-like splinter paint scheme. Also note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]]<br />
[[File:MW AV-8B.jpg|thumb|none|600px|A damaged Coalition VTOL jet with its M197 aimed downwards. Note the low quality model of the cannon shows it only with two barrels. Note also that the vectored thrust nozzles are pointed towards the aft, despite hovering in place.]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
A stylized Sukhoi Su-25 "Frogfoot" appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons can be seen mounted in the nose cone.<br />
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
[[File:MW Su-25.jpg|thumb|none|600px|The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor "eyes" seen below the cockpit, and a short pair of canards are also present just below them.]]<br />
<br />
==Hell Cannon==<br />
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.<br />
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real "Hell Cannon" found in Aleppo, Syria.]]<br />
[[File:codmw hellcannon.jpg|thumb|none|600px|The "Hell Cannon" with some of its peculiar warheads.]]<br />
<br />
==KPVT==<br />
A [[KPV heavy machine gun|KPVT]] can be found in the "Azhir Cave" multiplayer map.<br />
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]<br />
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]<br />
<br />
==M29 Mortar==<br />
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".<br />
[[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]]<br />
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]<br />
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]<br />
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]<br />
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]<br />
<br />
==M102 105mm Howitzer==<br />
The "Gunship" killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon.<br />
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]<br />
[[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]]<br />
<br />
==M230 Chain Gun==<br />
AH-64D Apache Longbow helicopters that appear in "Proxy War" and in multiplayer as the classic "Chopper Gunner" killstreak have usable [[M230 Chain Gun]] autocannons. Apaches also appear in the "Hunting Party" mission.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==Mk 47 Mod 0==<br />
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.<br />
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]<br />
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]<br />
<br />
=Other=<br />
==BGM-71 TOW==<br />
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.<br />
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]<br />
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the "That Should Do" quote. Note the scoped AR seen on the right.]]<br />
<br />
==Hybrid Reverse Draw Crossbow==<br />
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.<br />
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]<br />
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]<br />
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]<br />
<br />
==M79 grenade launcher==<br />
Frank Woods' character model that was released as a pre-order reward for ''[[Call of Duty: Black Ops Cold War]]'' has an unusable sawn-off [[M79 grenade launcher]] in a holster on his left side.<br />
[[File:US M79 sawed off with 2 hornets nest rounds & a 40mm 12g adapter round.jpg|thumb|none|400px|'''Airsoft''' CAW M79 sawed off with 3 airsoft grenades.]]<br />
[[File:MW19 M79 Woods.jpg|thumb|none|600px|The M79 "Pirate Pistol" in Woods' holster.]]<br />
<br />
==MG42==<br />
Either an [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.<br />
[[File:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]<br />
[[File:MW MG 42.jpg|thumb|none|600px|The MG42 lying on the ground. It appears to be reusing the Black Ops III model rather than the WWII one due to the distinctive bipod.]]<br />
<br />
==Taser X26==<br />
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.<br />
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]<br />
[[File:MW Taser.jpg|thumb|none|600px|]]<br />
<br />
=Unusable Weapons=<br />
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.<br />
<br />
==Beretta 92==<br />
An early model of the [[Beretta 92]] is seen in the promotional image for "The Bodyguard" customization pack for Domino.<br />
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]<br />
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.]]<br />
<br />
==Remington 1875==<br />
The playercard "Big Iron" shows a cowboy gunslinger with a [[Remington 1875]].<br />
[[File:Rem1875.jpg|thumb|none|400px|Remington 1875 - .45 Long Colt.]]<br />
[[File:MW Big Iron.jpg|thumb|none|600px|]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The playercard "Dry Heat" shows the silhouette of a proper [[Heckler & Koch MP7A1]].<br />
[[File:H&K MP71A1.jpg|thumb|none|400px|Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm]]<br />
[[File:MW MP7A1.jpg|thumb|none|600px|]]<br />
<br />
==Daniel Defense DDM4V7S==<br />
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.<br />
[[File:DDM4V7S.jpg|thumb|none|450px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]<br />
[[File:MW DD Mk18.jpg|thumb|none|600px|]]<br />
<br />
==Desert Tech MDR==<br />
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. <br />
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]<br />
[[File:MW MDR Menu.jpg|thumb|none|439px|]]<br />
<br />
==Noveske-style rifle==<br />
What appears to be a [[Noveske Rifleworks rifle series|Noveske]]-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.<br />
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]<br />
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]<br />
<br />
==Mk 46 Mod 0==<br />
The [[Mk 46 Mod 0]] is seen in a promotional artwork.<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]<br />
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]<br />
<br />
==Accuracy International AXMC==<br />
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.<br />
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum]]<br />
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&diff=1529156Call of Duty: Black Ops Cold War2022-10-29T05:01:05Z<p>Fine cuisine: /* Steyr AUG A1 */ has the F88's bayonet lug</p>
<hr />
<div>{{wip}}<br />
<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name=Call of Duty: Black Ops Cold War<br />
|picture=CODBOCWCover1.jpeg<br />
|caption=''Official Box Art''<br />
|date=November 13, 2020<br />
|developer=Treyarch, Raven Software<br />
|publisher=Activision<br />
|series=[[Call of Duty]]<br />
|platforms=PC<br>PlayStation 4<br>PlayStation 5<br>Xbox One<br>Xbox Series X<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
<br />
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed "Bell", who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed "Perseus" (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.<br />
<br />
{{VG Title}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.<br />
<br />
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.<br />
<br />
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.<br />
<br />
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s.<br />
<br />
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.<br />
<br />
=Handguns=<br />
==Beretta 93R==<br />
The [[Beretta 93R]] appears under the name "Diamatti". It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2" Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect), along with Alex Mason in "Echoes of a Cold War".<br />
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]<br />
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]<br />
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a "Diamatti" in Angola.]]<br />
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]<br />
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]<br />
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]<br />
<br />
==Colt M1911A1==<br />
The [[Colt M1911A1]] is featured in the game, simply referred to as "1911" and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine.<br />
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The "Wingman" skin from the "Air Sea Land Pack" for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.<br />
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]<br />
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]<br />
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]<br />
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]<br />
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]<br />
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]<br />
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]<br />
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]<br />
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]<br />
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]<br />
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]<br />
<br />
==Desert Eagle==<br />
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the "Hand Cannon" in the campaign mission "Desperate Measures". Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded.<br />
<br />
It was added as the "Hand Cannon" streak in Season 4, with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the "One in the Chamber" gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the "Annihilator" revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.<br />
<br />
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]<br />
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the "Hand Cannon". The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]<br />
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]<br />
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The "Hand Cannon" in the multiplayer menu. The description incorrectly calling it a "revolver" was reused from Black Ops 3/4, though the word has been changed to "handgun" after an update. A round can be seen in the spare magazine.]]<br />
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]<br />
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]<br />
<br />
=="Magnum"==<br />
The "Magnum" is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith & Wesson#Revolvers|Smith & Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed ".45 APC"); this would contradict both the "Magnum" name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.<br />
<br />
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names. It was referred to as the “S&W 27” in the game files.<br />
<br />
The "Minted" blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith & Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.<br />
[[File:G&G G733.jpg|thumb|none|350px|'''Airsoft''' G&G G733 airsoft revolver]]<br />
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6" Barrel - .357 Magnum]]<br />
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4" barrel - .357 Magnum]]<br />
[[File:S&WModel17A.jpg|thumb|none|350px|Smith & Wesson Model 17-6 - .22LR]]<br />
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]<br />
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6" barrel - .357 Magnum]]<br />
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the "Magnum" in Gunsmith, showing its many design inspirations - the sights come from Smith & Wesson revolvers, the cylinder, hammer, trigger & trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]<br />
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant "Magnum", an amalgamation of the leading revolver brands.]]<br />
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith & Wesson sights.]]<br />
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]<br />
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]<br />
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]<br />
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]<br />
<br />
=="Tranquilizer Gun"==<br />
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.<br />
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]<br />
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]<br />
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]<br />
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]<br />
<br />
=Submachine Guns=<br />
==Heckler & Koch MP5K==<br />
A [[Heckler & Koch MP5K]] with a collapsible stock and a threaded barrel is available as the "MP5". It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.<br />
<br />
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations.<br />
<br />
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.<br />
[[File:Heckler & Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler & Koch MP5K "Reverse Stretch" with A3 stock - 9x19mm]]<br />
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]<br />
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]<br />
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]<br />
<br />
===Heckler & Koch MP5A3===<br />
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5" Extended” barrel has an original slimline handguard, while the “9.5" Ranger” has a "tropical" wide handguard.<br />
[[File:H&KMP5A3slimforearm.jpg|thumb|none|450px|Heckler & Koch MP5A3 with original "slimline" handguard - 9x19mm]]<br />
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a "STANAG 50 Rnd Drum" and "Collapsed Stock".]]<br />
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]<br />
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the "40 Rnd Speed Mag", which is a slightly longer version of the early straight "waffle"-style magazine.]]<br />
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]<br />
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]<br />
[[File:MP5A3.jpg|thumb|none|450px|Heckler & Koch MP5A3 with "tropical" wide handguard - 9x19mm]]<br />
<br />
===Heckler & Koch MP5A2===<br />
The combination of the aforementioned barrel with the "Tactical Stock" turns the gun into an [[MP5A2]].<br />
[[File:HK MP-5 A3.jpg|thumb|none|450px|Heckler & Koch MP5A2 with original "slimline" handguard and straight "waffle"-style magazine - 9x19mm]]<br />
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a "40 Rnd Speed Mag". The "Salvo 50 Rnd Fast Mag" uses the same magazine model for some reason, albeit with a different tape and pull loop.]]<br />
[[File:H&KMP5A2WideForearm.jpg|thumb|none|450px|Heckler & Koch MP5A2 with "tropical" wide handguard - 9x19mm]]<br />
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the "tropical" handguard.]]<br />
<br />
===Heckler & Koch MP5SD2===<br />
Combining either of the sound suppressors with the “9.5" Ranger” barrel configurations produces a [[Heckler & Koch MP5SD]] configuration. The “9.5" Extended” and “9.5" Reinforced Heavy” barrels also create an MP5SD with the handguard missing.<br />
[[File:MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 with S-E-F trigger group - 9x19mm]]<br />
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the "Agency Suppressor".]]<br />
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]<br />
<br />
===Heckler & Koch MP5SD3===<br />
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.<br />
[[File:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]<br />
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the "Sound Suppressor" and "Jungle-Style Mag".]]<br />
<br />
==Intratec TEC-9 Hybrid==<br />
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the "No Stock" attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.<br />
<br />
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.<br />
<br />
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.<br />
<br />
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the "Harbinger Of Doom" calling card.<br />
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]<br />
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]<br />
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]<br />
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]<br />
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]<br />
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]<br />
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]<br />
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]<br />
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]<br />
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]<br />
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]<br />
<br />
=="KSP 45"==<br />
The "KSP 45" is a fictional 3-round burst submachine gun. The overal shape is similar to the 9mm version of the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler & Koch UMP45]] (which does refer to as the “UMP” in the game files”) with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the "MACHT 37" frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&K G3 style sling attachment point and the foldability of the UMP stock; the "Tactical Stock" and "SAS Combat Stock" attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the "Wire Stock" attachment gives it a shortened Romanian AK wire stock and the "Duster Stock" gives it a UMP-style stock. Curiously, the "42 Rnd" and "48 Rnd STANAG" magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the "42 Rnd Speed Mag" and "SALVO 48 Rnd Fast Mag" are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). <br />
<br />
Although it isn't normally written in all caps, "Ksp" is the Swedish abbreviation for "machine gun" (short for ''Kulspruta''); however, the trademarks on the right side of the "KSP 45" identify it as a "Kühn & Schmidt MP-U" and state that it is of West German origin. There is also a "WARNING REFER TO OWNER'S MANUAL" stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.<br />
<br />
It is also depicted as being used by a Vietcong guerilla in the "Brap Brap" calling card implying that it was used in Vietnam in the ''Black Ops'' universe, however, no H&K style weapons were used in the Vietnam War in reality.<br />
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]<br />
[[File:UMP 45.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]]<br />
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&K MP2000 - 9x19mm Parabellum]]<br />
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The "KSP 45" up close. At full size, the fire selector's 3 positions - "SAFE", "BURST", and "AUTO" - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]<br />
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]<br />
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]<br />
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]<br />
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]<br />
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]<br />
<br />
==LAPA SM Modelo 3==<br />
The [[LAPA SM Modelo 3]] was added during Season 6, under the name "LAPA" (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity.<br />
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]<br />
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The "LAPA" in the preview menu screen.]]<br />
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The "LAPA" and its owner checking out a parking garage in Miami Beach.]]<br />
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]<br />
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]<br />
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]<br />
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]<br />
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]<br />
<br />
=="LC10"==<br />
The "LC10" is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired "LW3 Tundra"]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled ".45 APC").<br />
<br />
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]<br />
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]<br />
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The "LC10" in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]<br />
[[File:LC10idle BOCW.jpg|thumb|none|600px|The "LC10" in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]<br />
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]<br />
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]<br />
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]<br />
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]<br />
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]<br />
<br />
==MAC-10==<br />
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with "Cal .45 Auto", which is contradicted by the use of a 32-round default magazine, the number "9" as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.<br />
<br />
The "Quick Judgement" blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.<br />
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]<br />
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]<br />
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]<br />
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]<br />
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]<br />
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]<br />
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]<br />
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]<br />
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]<br />
<br />
==OTs-02 Kiparis==<br />
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name "OTs 9". It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved "speed mags".<br />
<br />
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.<br />
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 "Kiparis" - 9x18mm Makarov]]<br />
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]<br />
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]<br />
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards "ОД", which is for semi-auto.]]<br />
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]<br />
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]<br />
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]<br />
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]<br />
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]<br />
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]<br />
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]<br />
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]<br />
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]<br />
<br />
==PM-63 RAK==<br />
The [[PM-63 RAK]] was added during Season 3 as the "AMP63"; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. To avoid making anything too correct, its foregrip and stock are now permanently folded, and it erroneously fires from a closed bolt. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.<br />
<br />
The "Lawgiver" blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.<br />
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]<br />
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]<br />
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]<br />
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]<br />
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]<br />
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]<br />
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]<br />
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]<br />
<br />
==PP-19 Bizon-2==<br />
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name "Bullfrog". It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the "Duster Stock" or the "KGB Skeletal Stock" attachment.<br />
<br />
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]<br />
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The "Bullfrog" in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]<br />
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The "Bullfrog" in-game.]]<br />
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]<br />
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]<br />
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]<br />
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]<br />
<br />
==PPSh-41==<br />
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the "Combat Hardened" achievement icon which is based on the "Stand to Death" statue in Volgograd.<br />
<br />
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the "VDV 50 Round Fast Mag" attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 "APC"), a feature of absolutely no version of the PPSh.<br />
<br />
The weapon has a variety of rather strange barrel options - the "15.7" Task Force" barrel, as well as the "Loud Pipe" variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the "Thrive" and "Snake" variations from ''[[Call of Duty: WWII]]''); the "14.9" Rifled" barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the "14.9" Ranger" barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the "14.9" Reinforced Heavy" barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the "12.7" Cavalry Lancer" barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the "14.3" Extended" barrel is taken from the [[PPS-43]]. Stock options include the "Tactical Stock" (an [[MP28]]-style stock with a leather cheekrest), the "Spetznaz Stock" (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the "Marathon", "Duster", and "CQB" stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the "Raider Stock", seemingly a grafted-on rifle stock).<br />
<br />
The "Night Raid" blueprint (a promotional pre-order reward in BOCW for [[Call of Duty: Vanguard]]) is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.<br />
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]<br />
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]<br />
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]<br />
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]<br />
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]<br />
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]<br />
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]<br />
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]<br />
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]<br />
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]<br />
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The "Task Force" barrel makes the front end of the PPSh resemble the [[SVT-40]].]]<br />
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the "Die Maschine" intro.]]<br />
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]<br />
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The "VDV 50 round fast mag" resembles a 9x19mm converted PPSh.]]<br />
<br />
==SOCIMI Type 821==<br />
The [[SOCIMI Type 821]] appears in-game. It was referred to as the "Type 821" during the alpha, but the name was changed to "Milano 821" in the Beta (with Milano being Italian for Milan, the city where this gun was made). It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi would have been a better choice).<br />
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]<br />
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]<br />
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]<br />
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]<br />
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]<br />
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]<br />
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]<br />
<br />
=Shotguns=<br />
==Franchi SPAS-12==<br />
The [[Franchi SPAS-12]] appears as the "Gallo SA12" (''gallo'' means "rooster" or "cock" in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War.<br />
<br />
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.<br />
<br />
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.<br />
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]<br />
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]<br />
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]<br />
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]<br />
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]<br />
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]<br />
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]<br />
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]<br />
<br />
==Henry .410 Lever Action Shotgun==<br />
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the ".410 Ironhide". It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin.<br />
<br />
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.<br />
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]<br />
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]<br />
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]<br />
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]<br />
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]<br />
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]<br />
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]<br />
<br />
==Ithaca 37==<br />
The [[Ithaca 37]] appears in-game as the "Hauer 77", likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone).<br />
<br />
A shortened version called the "Sucker Punch" is available as a skin via the "Air Sea Land" pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3" Hammer Forged” barrel and the "No Stock" attachment.<br />
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]<br />
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]<br />
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]<br />
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]<br />
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]<br />
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]<br />
<br />
==Penn Arms Striker-12==<br />
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.<br />
<br />
It is referred to as the "Streetsweeper", and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.<br />
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]<br />
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18" barrel - 12 gauge]]<br />
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]<br />
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]<br />
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]<br />
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]<br />
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]<br />
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]<br />
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]<br />
<br />
==TP-82==<br />
A stylized [[TP-82]] was added in season five as the "Marshal", an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#"Marshal 16"|"Marshal 16"]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.<br />
<br />
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is "Dragon's Breath" shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.<br />
<br />
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.<br />
<br />
Markings on the weapon read "Manufactured in the USA" and "Marshal 82". In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. <br />
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm & 12.5x70mm (roughly 40 gauge)]]<br />
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]<br />
[[File:TP82idle BOCW.jpg|thumb|none|600px|The "Marshal" on the map "Diesel".]]<br />
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]<br />
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]<br />
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]<br />
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]<br />
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the "Marshal", note the now struck primer on the right.]]<br />
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]<br />
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]<br />
<br />
=Rifles / Carbines=<br />
==Ak 5==<br />
A stylized [[Ak 5]] is featured in the game as the "Krig 6" (''krig'' means "war" in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively.<br />
<br />
The "Tactical Stock" gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the "Commando Assembly" stock is taken from a [[SIG SG 550]] series rifle.<br />
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]<br />
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]<br />
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]<br />
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]<br />
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]<br />
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]<br />
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]<br />
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]<br />
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]<br />
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]<br />
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]<br />
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]<br />
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7" Ranger” barrel configuration.]]<br />
<br />
==AK-47/AKM Hybrid==<br />
An "[[AK-47]]" is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock.<br />
<br />
It can be fitted with an [[RPK]]-style barrel and stock via the “20" Liberator” barrel and the "Tactical Stock" respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the "Wire Stock". The "Foregrip" is a Romanian type wooden foregrip and the "Patrol Grip" is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.<br />
<br />
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.<br />
<br />
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]<br />
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]<br />
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the "AK-47", featuring the ribbed dust cover and stamped receiver.]]<br />
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]<br />
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]<br />
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]<br />
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]<br />
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]<br />
<br />
===AK-47===<br />
Many blueprints, such as the "Iron Curtain" and "Soviet Standard", retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.<br />
<br />
The Season 1 "Prototype" blueprint gives the weapon a green M16-style stock and a modern barrel, and the "Lethal Damage" blueprint has a sporterized stock.<br />
<br />
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]<br />
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]<br />
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]<br />
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking "Prototype" blueprint.]]<br />
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]<br />
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the "Lethal Damage" blueprint.]]<br />
<br />
===AKS-47===<br />
Equipping the "Duster Stock" on some blueprints turns the gun into an [[AKS-47]].<br />
<br />
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]<br />
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The "Taped Mags" change the reload animations to be all done with the right hand.]]<br />
<br />
===Norinco Type 56===<br />
The "AK-47" wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Norinco Type 56]].<br />
<br />
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]<br />
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]<br />
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]<br />
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]<br />
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]<br />
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]<br />
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]<br />
<br />
===AMD-65===<br />
The ''[[Rambo III]]'' inspired "Bloodstained" blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.<br />
<br />
[[File:AMD65Short.jpg|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]<br />
<br />
==AKS-74U==<br />
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the "AK-74u". While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.<br />
<br />
It has attachment configurations that approximate members of the [[AS Val]] family. The "Duster Stock" is similar the Val stock, the "Commando Assembly" stock is from the [[VSS Vintorez]], and the “10.3" Ranger” barrel configuration uses the SR-3M's handguard. The "40 Rd Speed Mag" is also a 20-round 6L25 9x39mm magazine.<br />
<br />
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.<br />
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]<br />
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]<br />
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]<br />
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]<br />
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]<br />
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]<br />
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]<br />
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the "Ranger" and two of the other barrel mods.]]<br />
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The "Escape Plan" blueprint of the AKS-74U - as with the "Battleworn" AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the "Spetsnaz PKM Stock" attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with "Spetsnaz PKM stock" as their name.]]<br />
<br />
==APS Underwater Rifle==<br />
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the "UGR", and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an "underwater rifle modified for improved land performance"; these "improvements" are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).<br />
<br />
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique "Burst Fire Repeater" muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s "S6 Stingray".<br />
<br />
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.<br />
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]<br />
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]<br />
<br />
=="CARV.2"==<br />
The "CARV.2" added during Season 3 is a fictional burst-firing bullpup "tactical rifle" manufactured by the same (in-universe) company that manufactures the "KSP 45". It appears to be based on the [[Heckler & Koch G11|Heckler & Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone.<br />
<br />
Compared to the real G11, the "CARV.2" is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. This magazine holds 45 rounds by default, and bizarrely has ".437mm×33" written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] It also features a typical charging handle, instead of the wind-up handle on the real G11.<br />
<br />
The "CARV.2" appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5" Task Force'' barrel attachment.<br />
[[File:G11K2 left.jpg|thumb|none|450px|Heckler & Koch G11 K2 - 4.73x33mm]]<br />
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The "CARV.2" in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#"G44"|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]<br />
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The "CARV.2" in New Mexico.]]<br />
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]<br />
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]<br />
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]<br />
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]<br />
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]<br />
<br />
==CETME Model C==<br />
The [[CETME Model C]] was added in Season 4 as the "C58", noted due to its slightly curved magazine.<br />
<br />
The "SASR Jungle Grip" gives it a similar pistol grip to the [[Heckler & Koch PSG-1]], and the "Raider Stock" also resembles a PSG-1 stock. The "CQB Stock" is a sliding design similar to the [[G3A4]].<br />
<br />
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.<br />
<br />
The curved "25 Rnd Speed" and "Salvo 30 Rnd Fast Mag" resemble HK32 style magazines. The "18.7" Reinforced Heavy Barrel" will give it a handguard resembling that of an [[IMI Romat]]'s while the "18.2" Takedown" to its predecessor the Model B. "15.6" Ultralight" and "18.7" Ranger" will give it a handguard resembling that of a Model E.<br />
<br />
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]<br />
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]<br />
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]<br />
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]<br />
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]<br />
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]<br />
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]<br />
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]<br />
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]<br />
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive "HK Slap" on the charging handle, sending the bolt into battery.]]<br />
[[File:H&KPSG01LongMag.jpg|thumb|none|450px|Heckler & Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]<br />
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]<br />
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The "C58" combined with the "Raider Stock" and "SASR Jungle Grip".]]<br />
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]<br />
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The "18.7" Reinforced Heavy Barrel" attached to the "C58".]]<br />
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]<br />
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The "18.2" Takedown" attached to the "C58" alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]<br />
<br />
==Enfield EM-2==<br />
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.<br />
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]<br />
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]<br />
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is "NIGHTFIELD EM280", referencing the .280 British round the weapon fires.]]<br />
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]<br />
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]<br />
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to "full-auto" mode.]]<br />
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]<br />
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]<br />
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]<br />
<br />
==FAMAS Hybrid==<br />
The "FFAR 1" is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the "FFAR" from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.<br />
<br />
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the "FFAR" from ''Black Ops III''.<br />
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]<br />
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]<br />
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The "FFAR 1" in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]<br />
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]<br />
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]<br />
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]<br />
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]<br />
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]<br />
<br />
==FARA 83==<br />
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon.<br />
<br />
The "Tactical Stock" uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the "Wire Stock" and a [[Norinco Type 56-2|Type 56-2]] stock as the "Duster Stock".<br />
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]<br />
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]<br />
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]<br />
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]<br />
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]<br />
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]<br />
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]<br />
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]<br />
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]<br />
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]<br />
<br />
==IMI Galil ARM==<br />
The [[IMI Galil ARM]] was added in Season 6, and is called the "Grav" like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith.<br />
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]<br />
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]<br />
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]<br />
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]<br />
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the "F-S" selector markings, indicating that it is based on a civilian model.]]<br />
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]<br />
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]<br />
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]<br />
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]<br />
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]<br />
<br />
==K31==<br />
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name "Swiss K31". It has a shortened barrel by default, though the “24.9" Extended” barrel attachment gives it the correct barrel length.<br />
<br />
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.<br />
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]<br />
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]<br />
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned "24.9 Extended" barrel, along with its original iron sights.]]<br />
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]<br />
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]<br />
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]<br />
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]<br />
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]<br />
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]<br />
<br />
==M14==<br />
The [[M14]] appears in the game as the "DMR 14". It is modeled after an airsoft G&G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a "tactical rifle" in multiplayer.<br />
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]<br />
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]<br />
[[File:M14preview BOCW.jpg|thumb|none|600px]]<br />
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]<br />
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]<br />
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]<br />
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&G Armament GR14.]]<br />
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]<br />
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]<br />
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]<br />
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]<br />
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]<br />
<br />
==M16A2==<br />
The [[M16A2]] appears under the "tactical rifles" class. It is simply referred to as the "M16" in the HUD, but actually has "M16.A2" markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.<br />
<br />
The M16's alternate barrel options include “16.3" Rapid Fire”, “20.5" Cavalry Lancer”, “16.3" Titanium”, “20.2" Takedown”, and “15.9" Strike Team”; of these, the 20.5" barrel options are visually just the default barrel but fluted ("Cavalry Lancer") or dimpled ("Takedown"). For the short barrel options, the "Rapid Fire" and "Strike Team" both give the gun a short triangular handguard (the difference is that "Rapid Fire" has a smooth barrel while "Strike Team"'s is fluted), while "Titanium" gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5" A1 barrel.<br />
<br />
The M16's stock options include "Tactical Stock", the normal M16A2 stock with a cheek pad, "Wire Stock", an M231 FPW-like wire stock, "Duster Stock", a Doublestar Ace skeleton stock (which might be anachronistic), "Commando Assembly", a 2nd generation collapsible stock, and "Buffer Tube", an exposed buffer tube with a rubber pad.<br />
<br />
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).<br />
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]<br />
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]<br />
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]<br />
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]<br />
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional "Arrow Armory" (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]<br />
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]<br />
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]<br />
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]<br />
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The "Constable" blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]<br />
<br />
===Colt XM4 Carbine===<br />
The combination of the “16.3" Titanium” barrel attachment with the "Commando Assembly" stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel. The exact same configuration can be made by removing all attachments from the "Fly Trap", "Inconspicuous", or "SOG Commando" blueprints for the gun referred to as the "XM4" in game and then reattaching the longest barrel option.<br />
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]<br />
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]<br />
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]<br />
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]<br />
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]<br />
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]<br />
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]<br />
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]<br />
<br />
==Norinco QBZ-95-1==<br />
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the "Type 15", but the name was changed to "QBZ-83" in the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.<br />
<br />
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.<br />
<br />
The side of the gun is marked with "T97NSR-PWC-CAL 5.56 mm"; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and "retro-ified" it. Some of its muzzle attachments also have "5.56" as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.<br />
<br />
The "QBZ-83" name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.<br />
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]<br />
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]<br />
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: "名字叫常 梦想" (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means "name is called Chang / Dream". Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]<br />
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to "83式自动步枪" (Pinyin: 83 shì zì dòng bù qiāng), meaning "Type 83 automatic rifle". The word "中国" (Pinyin: zhōng guó), meaning "China", is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with "梦想" (Pinyin: mèng xiǎng), or "dream".]]<br />
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The "QBZ-83" in Nuketown.]]<br />
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]<br />
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]<br />
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]<br />
<br />
==Norinco Type 63==<br />
The [[Norinco Type 63]] is available in the game, classified as a "tactical rifle". Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.<br />
<br />
Player character Bell and Woods use this rifle in "Redlight, Greenlight" instead of a more appropriate American M14.<br />
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]<br />
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]<br />
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]<br />
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]<br />
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]<br />
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]<br />
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]<br />
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]<br />
<br />
==OTs-14 Groza==<br />
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in "7.62 Soviet" (i.e. 7.62x39mm), and some of its muzzle attachments have "7.62" as part of their name.<br />
<br />
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]<br />
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]<br />
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]<br />
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]<br />
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]<br />
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]<br />
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]<br />
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]<br />
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]<br />
<br />
=="RAI K-84"==<br />
The "RAI K-84" (standing for "Reactorniy Avtomat-Izluchatel Kuhlklay-84", translated "Reactor Automatic Radiator Kuhlklay-84") is a "Wonder Weapon" in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel "Vortex" grenade launcher called the "GP-6K2" and modeled after a [[GP-25]].<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]<br />
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The "RAI K-84" as seen in the Firebase Z trailer.]]<br />
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]<br />
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]<br />
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a "Generator Khaosa Zavoyski-45" weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional "GKZ-45 Mark3" Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]<br />
<br />
==Steyr AUG A1==<br />
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the "AUG" and is classified as a "tactical rifle" in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3. Its foregrip is folded by default, but it can be unfolded via the "Field Agent foregrip"; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.<br />
<br />
For some reason, Soviet troops use this weapon in the side-mission "Operation Red Circus," which is incorrect.<br />
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]<br />
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]<br />
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]<br />
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]<br />
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]<br />
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]<br />
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]<br />
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]<br />
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]<br />
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]<br />
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]<br />
<br />
===Steyr AUG A2===<br />
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].<br />
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]<br />
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]<br />
<br />
==VAHAN==<br />
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name "Vargo 52"; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the "MBC-2"), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.<br />
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]<br />
<br />
==XM16E1==<br />
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled "M16A1" in the HUD and on the magwell (though the pick-up text spells it with a lowercase "a", for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.<br />
<br />
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. <br />
<br />
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the "Good Enough" calling card.<br />
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]<br />
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]<br />
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]<br />
<br />
==XM177E1==<br />
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name "XM4". It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).<br />
<br />
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the "Commando" from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.<br />
<br />
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as "XM4" until 1983, and even then would be attached to an [[:File:XM4 Carbine & M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8” Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.<br />
<br />
The "Black Tide" blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by "The Roach" in ''[[Apocalypse Now]]''. The "Giantsbane" variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the "Reaper Of The Dead" calling card.<br />
<br />
The "Inconspicuous" blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The "Fly Trap" blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The "Ultimate Hunter" has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7” Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.<br />
<br />
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]<br />
[[File:Muzzle A1.jpg|thumb|none|350px|A1 "Birdcage" flash hider]]<br />
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]<br />
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' "Commando".]]<br />
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]<br />
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]<br />
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]<br />
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase "This is my rifle" can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]<br />
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]<br />
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]<br />
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The "Inconspicuous" variant as seen the Warzone preview.]]<br />
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The "Ultimate Hunter" variant with some attachments to become a psuedo-M4A1 Carbine<br />
as seen the Black Ops Cold War preview]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International PM/AW Hybrid==<br />
The "LW3 - Tundra" is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Artic Warfare, but they went with PM elements to keep it to the multiplayer's time period.<br />
<br />
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]<br />
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]<br />
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]<br />
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]<br />
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]<br />
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]<br />
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]<br />
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]<br />
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]<br />
<br />
==Barrett M82A1M==<br />
The [[Barrett M82A1M]] appears in the game as the "M82". It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper, which is incorrect.<br />
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]<br />
[[File:M82preview BOCW.jpg|thumb|none|600px]]<br />
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]<br />
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]<br />
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]<br />
[[File:M82inspect3.jpg|thumb|none|600px|Note the "MOD 82A1" stamped on the magwell.]]<br />
<br />
==Mechem NTW-20==<br />
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the "ZRG 20mm". It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.<br />
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]<br />
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]<br />
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The "ZRG 20mm" in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]<br />
<br />
==Remington 700PSS==<br />
The [[Remington 700PSS]] appears as the "Pelington 703", complete with a permanently attached Harris bipod (which can be deployed by equipping the "Front Grip" or "Bipod" underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).<br />
<br />
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]<br />
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]<br />
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]<br />
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved "Pelington" manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]<br />
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]<br />
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]<br />
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]<br />
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]<br />
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]<br />
<br />
=Machine Guns=<br />
==CETME Ameli==<br />
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation "MG 82".<br />
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]<br />
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]<br />
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]<br />
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]<br />
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]<br />
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]<br />
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]<br />
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]<br />
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]<br />
<br />
==M134 Minigun==<br />
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission "The Final Countdown", under the name "M134 Minigun". It was later added to multiplayer and Zombies in Season 2 as the "Death Machine".<br />
<br />
It also appears mounted on helicopters, including the "Chopper Gunner" scorestreak in multiplayer, and as part of the "Sentry Turret" scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in "Fracture Jaw".<br />
<br />
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The "Death Machine" in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]<br />
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]<br />
<br />
==="Death Machine" (Dead Ops Arcade 3)===<br />
The "Death Machine" model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.<br />
<br />
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]<br />
<br />
==M60==<br />
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.<br />
<br />
A mounted version can also be found in "End of the Line". It is also seen in the "Harvest Time" calling card.<br />
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]<br />
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]<br />
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]<br />
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]<br />
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]<br />
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]<br />
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]<br />
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]<br />
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]<br />
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]<br />
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]<br />
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]<br />
<br />
==RPD==<br />
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The "Fast Mag" reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.<br />
<br />
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].<br />
<br />
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]<br />
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]<br />
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]<br />
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]<br />
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]<br />
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]<br />
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]<br />
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]<br />
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]<br />
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]<br />
<br />
==Stoner 63A==<br />
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16" SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.<br />
<br />
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.<br />
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]<br />
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]<br />
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]<br />
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]<br />
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]<br />
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]<br />
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]<br />
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]<br />
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]<br />
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]<br />
<br />
=Launchers=<br />
==FIM-43 Redeye==<br />
The [[FIM-43 Redeye]] appears under the name "Cigma 2". Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets.<br />
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]<br />
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]<br />
<br />
==GP-25==<br />
The "RAI K-84" wonder weapon in Zombies is fitted with an underbarrel "Vortex" grenade launcher, called the "GP-6K2" and taking the form of a [[GP-25]].<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]<br />
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]<br />
<br />
==Hawk MM1 grenade launcher==<br />
The [[Hawk MM1 grenade launcher]] appears as the "War Machine" scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign.<br />
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]<br />
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]<br />
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's "aiming" animation consists of simply zooming in the user's view slightly.]]<br />
<br />
==M79 grenade launcher==<br />
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions "End of the Line" and the false Vietnam flashback mission "Desperate Measures," as well as "Redlight, Greenlight" as part of an easter egg.<br />
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]<br />
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]<br />
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]<br />
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]<br />
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]<br />
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]<br />
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]<br />
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]<br />
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] is one of the launchers in ''BOCW''.<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]<br />
<br />
=Explosives=<br />
<br />
==F-1 Hand Grenade==<br />
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.<br />
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]<br />
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The "Artist" skin for the operator Portnova from season 2 in-game.]]<br />
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The "Violent Nature" skin in-game.]]<br />
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The "Meltdown" skin in-game.]]<br />
<br />
==M18 smoke grenade==<br />
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map "Apocalypse", several M18s with purple smoke lying around the ruins.<br />
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]<br />
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect "WHITE" marking on a soldier.]]<br />
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]<br />
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]<br />
<br />
==M26 hand grenade==<br />
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The "Wrecking Ball" skin has an unusable M26 hanging from his belt.<br />
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]<br />
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The "Wrecking Ball" skin in-game.]]<br />
<br />
==M34 White Phosphorous grenade==<br />
The [[M34 White Phosphorous grenade]] appears as the "Smoke Grenade".<br />
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]<br />
[[File:BOCW M34 WP.jpg|thumb|none|600px|The "Smoke Grenade" in the loadout.]]<br />
<br />
==M67 hand grenade==<br />
The [[M67 hand grenade]] appears as the "Frag". It is also depicted on the "Quartermaster" perk.<br />
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]<br />
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the "Lethal" equipment section.]]<br />
<br />
==M83 smoke grenade==<br />
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in "Fracture Jaw".<br />
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]<br />
<br />
==M84 stun grenade==<br />
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]<br />
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]<br />
<br />
==Mk 2 hand grenade==<br />
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.<br />
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]<br />
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]<br />
<br />
==MK3A2 offensive hand grenade==<br />
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the "Stun Grenade".<br />
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]<br />
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]<br />
<br />
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==<br />
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's "Warlord" skin. Most likely anachronistic.<br />
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]<br />
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]<br />
<br />
==Model 24 Stielhandgrante==<br />
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the "Die Maschine" Zombies map, right behind the Kingtiger tank.<br />
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate "Potato Masher" high-explosive fragmentation hand grenade]]<br />
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at "potato mashers".]]<br />
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]<br />
<br />
==RGD-5==<br />
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's "Warlord" skin.<br />
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]<br />
<br />
==RG-42==<br />
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].<br />
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]<br />
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]<br />
<br />
==Simulator Hand Grenade M116A1==<br />
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the "Flashbang". In reality, this is a training grenade and not an actual combat device.<br />
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]<br />
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]<br />
<br />
==TM-46 anti-tank mine==<br />
A cosmetically modified [[TM-46 anti-tank mine]] appears as the "Proximity Mine" field upgrade.<br />
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]<br />
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]<br />
<br />
==Type 67 Stick Grenade==<br />
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.<br />
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]<br />
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]<br />
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The "Last One Standing" skin in-game.]]<br />
<br />
=Mounted Weapons=<br />
==8.8 cm Flak 37==<br />
Bell destroys several Flak 37s in "The Final Countdown". It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.<br />
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]<br />
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, "Perseus" have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]<br />
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon.]]<br />
<br />
==30mm ZK.453==<br />
In "Red Light, Green Light", some 30mm ZK.453 anti-aircraft guns can be seen.<br />
[[File:BOCW-AAZK1.jpg|thumb|none|600px|]]<br />
<br />
==Browning M2 Aircraft==<br />
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 "Flying Fortress" on the Zombies map "Die Maschine". This bomber is first seen during the "Nacht der Untoten" cutscene from ''[[Call of Duty: World at War|World at War]]''.<br />
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]<br />
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]<br />
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]<br />
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]<br />
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]<br />
<br />
==Browning M2HB==<br />
[[Browning M2HB]]s are mounted on M1 Abrams tanks.<br />
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]<br />
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]<br />
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because "legal reasons". Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]<br />
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]<br />
<br />
==DShKM Heavy Machine Gun==<br />
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission "Redlight, Greenlight", mounted on an APC.<br />
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]<br />
<br />
==General Electric M61 Vulcan==<br />
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.<br />
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]<br />
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]<br />
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]<br />
<br />
==M40 Recoilless Rifle==<br />
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.<br />
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]<br />
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]<br />
<br />
==MG34==<br />
The Panzerkampfwagen VI Ausf. B Tiger II "Königstiger" heavy tank on the "Die Maschine" Zombies map has a hull-mounted [[MG34]].<br />
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]<br />
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]<br />
<br />
==MG42==<br />
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission "Fracture Jaw". It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.<br />
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]<br />
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]<br />
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]<br />
<br />
==Yakushev-Borzov Yak-B==<br />
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.<br />
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]<br />
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]<br />
<br />
==Gryazev-Shipunov GSh-23==<br />
The "VTOL Escort" (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in "Mauer Der Toten".<br />
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 "Frogfoot" jets against ground targets when conducting the "Strafe Run" scorestreak.<br />
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
<br />
=Other=<br />
==150 lb Crossbow==<br />
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the "R1 Shadowhunter". Those designs are most likely anachronistic.<br />
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The "R1 Shadowhunter" in the gunsmith preview menu.]]<br />
<br />
==M2 Flamethrower (modified)==<br />
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.<br />
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]<br />
<br />
==Recurve Bow==<br />
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.<br />
<br />
==Beretta 92F==<br />
A [[Beretta 92F]] is seen on a movie poster in the map "Amerika".<br />
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]<br />
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie "Hot 'Nuff" with the Beretta 92F.]]<br />
<br />
==China Lake Grenade Launcher==<br />
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.<br />
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]<br />
<br />
==Colt Single Action Army==<br />
Two [[Colt SAA]] revolvers are seen in the "Dead Still" calling card.<br />
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5" barrel known as the "Cavalry" model - .45 Long Colt]]<br />
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]<br />
<br />
==Enfield L85A2==<br />
[[Enfield L85A2]] rifles are seen in the "Hardcore Kill Collector" calling card.<br />
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]<br />
[[File:BOCW CC L85.jpg|thumb|600px|none|]]<br />
<br />
==Fictional Sci-Fi Rifle==<br />
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie "Two Days On The Moon" in the map Express.<br />
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]<br />
[[File:BOCW alien rifle.jpg|thumb|none|600px]]<br />
<br />
==Fictional Sniper Rifle==<br />
A fictional sniper rifle seemingly based on the "Sniper Rifle" from ''[[Fallout 3]]'' appears in the "Saving PhD Ryan" campaign calling card.<br />
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The "Sniper Rifle" from ''Fallout 3''.]]<br />
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]<br />
<br />
==Handflammpatrone DM34==<br />
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' "Spare A Light" and Kitsune's "Tortured".<br />
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]<br />
<br />
==IWI Galil ACE 21==<br />
A soldier wields two [[Galil ACE 21]]s in the "Armed To The Teeth" calling card.<br />
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]<br />
<br />
==M1 Garand==<br />
What appears to be [[M1 Garand]]s are seen on the "Down Range" bundle picture.<br />
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]<br />
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]<br />
<br />
==M114 155 mm howitzer==<br />
M114 155 mm howitzers are seen in firebase Ripcord in the mission "Fracture Jaw". The "Artillery" scorestreak also consists of a barrage from M114 155 mm howitzers.<br />
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]<br />
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the "Artillery" scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]<br />
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]<br />
<br />
==M20 "Super Bazooka"==<br />
An [[M20 "Super Bazooka"]] is seen in Vietnam War archival footage in the intro of "Fracture Jaw".<br />
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 "Super Bazooka" - 3.5" rocket]]<br />
<br />
=="Marshal 16"==<br />
The fictional [[Talk:Call of Duty: Black Ops III#"Marshal 16"|"Marshal 16"]] from ''Black Ops III'' appears as the "Classic Marshal" charm.<br />
[[File:Marshal16 BO3.jpg|thumb|none|600px]]<br />
<br />
==Matchlock Musket==<br />
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the "Iron Sight Assassin" calling card that could be earned during season 2 at level 180.<br />
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]<br />
<br />
==Mosin-Nagant M91/30==<br />
A scoped [[Mosin-Nagant M91/30]] is seen in the "Power Killer" calling card.<br />
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]<br />
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]<br />
<br />
==Tippman 98 Custom==<br />
In Season 4 Reloaded, the map "Rush" from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).<br />
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]<br />
<br />
==Tippmann X7 G36==<br />
In Season 4 Reloaded, the map "Rush" from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).<br />
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]<br />
<br />
==Unidentified Repeating Rifle==<br />
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of "Brick in the Wall".<br />
<br />
==Valmet M76F==<br />
A [[Valmet M76F]] is seen in the City Ripper bundle picture.<br />
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]<br />
<br />
==Walther PPK==<br />
A suppressed [[Walther PPK]] is seen held by Adler in the "Action Packed" calling card.<br />
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]<br />
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]<br />
<br />
==Winchester Model 1873==<br />
What appears to be a [[Winchester Model 1873]] is seen in the "One Shot Kill" calling card.<br />
[[File:Winchester1873.jpg|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]<br />
[[File:BOCW CC repeater.jpg|thumb|none|600px]]<br />
<br />
=Unusable Weapons=<br />
==Glock 18C==<br />
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map "Checkmate". Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the "Grizzled Veteran Master" calling card.<br />
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]<br />
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]<br />
<br />
==Makarov PM==<br />
Two [[Makarov PM]]s appear on Helen Park's "Scorched", "Bad Blood", "Hellion", and "Commando" outfits, as well as on Samantha Maxis' "Dark Aether" outfit and Portnova's "Handler" outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.<br />
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]<br />
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]<br />
<br />
==Sedgley Fist Gun==<br />
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].<br />
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]<br />
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]<br />
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]<br />
<br />
=="Strife"==<br />
The fictional "Strife" pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission "Operation Red Circus". Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.<br />
[[File:S&WSigma9F.jpg|thumb|none|300px|Smith & Wesson Sigma SW9F - 9x19mm Parabellum]]<br />
[[File:S&W SD40.jpg|thumb|none|300px|Smith & Wesson Sigma SD40 - .40 S&W]]<br />
[[File:S&W M&P 2.0.jpg|thumb|none|300px|Smith & Wesson M&P 2.0 - 9x19mm Parabellum]]<br />
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]<br />
<br />
==Tokarev TT-33==<br />
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.<br />
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]<br />
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]<br />
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]<br />
<br />
==AKM==<br />
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map "Checkmate".<br />
<br />
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]<br />
<br />
==Tokarev SVT-40==<br />
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.<br />
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]<br />
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]<br />
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Battlefield_3&diff=1528966Battlefield 32022-10-27T23:13:57Z<p>Fine cuisine: /* Heckler & Koch HK416 */ M27 can be added here too since it's not a correct M27</p>
<hr />
<div>{{WIP}}<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name=Battlefield 3<br />
|picture=Battlefield 3 (2011) cover.jpg<br />
|caption=PC Boxart<br />
|series=[[Battlefield]]<br />
|date=2011<br />
|developer=DICE<br />
|platforms=PC<br>Xbox 360<br>Playstation 3<br />
|publisher=EA<br />
|genre=First-Person Shooter<br />
}}<br />
<br />
[[file:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|''Battlefield 3: Back to Karkand'' (2011) DLC.]]<br />
[[file:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|''Battlefield 3: Close Quarters'' (2012) DLC.]]<br />
[[file:Battlefield 3 armored kill.jpg|thumb|right|320px|''Battlefield 3: Armored Kill'' (2012) DLC.]]<br />
[[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|''Battlefield 3: Aftermath'' (2012) DLC.]]<br />
[[file:Bf3 EndGame.jpg|thumb|right|320px|''Battlefield 3: End Game'' (2013) DLC.]]<br />
<br />
'''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield]]'' series. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games.<br />
<br />
'''The following weapons appear in the video game ''Battlefield 3'':'''<br />
__TOC__<br clear="all"><br />
<br />
=Overview=<br />
Unlike earlier DICE games like ''[[Battlefield: Bad Company 2]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''<nowiki>'</nowiki>s multiplayer, weapons in ''Battlefield 3'' correctly track + 1 in the chamber and have correct chambering reload animations during empty reloads.<br />
<br />
=Handguns=<br />
<br />
==Beretta M9==<br />
In the beginning of the single-player mission "Semper Fidelis" and "The Great Destroyer", Blackburn acquires a [[Beretta M9]]. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.<br />
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]<br />
[[Image:BF3-M9-1.jpg|thumb|none|600px|Blackburn holds an M9 at the start of the introductory mission "Semper Fidelis." This one of only two times in the entire campaign the player character has a sidearm.]]<br />
[[File:BF3 M9 (1).jpg|thumb|none|600px|The M9 pistol in Multiplayer.]]<br />
[[Image:BF3-M9-4.jpg|thumb|none|601px|The M9's iron sights.]]<br />
[[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|601px|Reloading the M9 pistol. The slide doesn't lock quite as far back as it's supposed to.]]<br />
[[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]]<br />
<br />
==="93R"===<br />
The [[Beretta M9|M9]]'s model is also modified to be the [[Beretta 93R|"93R"]] in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.<br />
[[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]<br />
[[file:Beretta93-1-.jpg|thumb|none|400px||An actual Beretta 93R for comparison - 9x19mm Parabellum]]<br />
[[Image:Bf3 93r holding.jpg|thumb|none|600px|The player character in multiplayer holds his fake Beretta 93R on an F/A-18 Hornet he found grazing in a field. Note the two-handed grip.]]<br />
[[File:Bf3 Beretta 93R aim.jpg|thumb|none|600px|Iron sights of the Beretta.]]<br />
[[Image:Bf3 93r slide locked.jpg|thumb|none|600px|Dropping out the magazine.]]<br />
[[Image:Bf3 93r reloading 2.jpg|thumb|none|600px|After replacing the magazine, the player character operates the slide release; note the projecting base of the 20-round magazine.]]<br />
<br />
==Glock 17==<br />
The [[Glock 17]] is shown in an official screenshot for the Battlelog. Called "G17C", although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.<br />
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm]]<br />
[[File:Bf3 Glock 17 holding.jpg|thumb|none|601px|A Russian soldier with the Glock 17 faces down an avenue toward the Eiffel Tower.]]<br />
[[File:Bf3 Glock 17 aim.jpg|thumb|none|601px|Aiming down the G17.]]<br />
[[File:Bf3 glock 17 laser reloading 1.jpg|thumb|none|601px|The Glock 17's reload - dumping out a magazine from empty. The slide isn't fully locked back enough to actually engage the slide stop.]]<br />
[[File:BF3 G17 (4).jpg|thumb|none|600px|In with a new 17-rounder magazine, which briefly clips through the back of the grip.]]<br />
[[File:BF3-Glock-1.jpg|thumb|none|601px|A dead PLR soldier with a Glock 17 affixed to his side, and another low-detail pistol in his actual holster. His camouflage is based on Iranian marine fatigues, a mix of DPM with US "Chocolate-Chip" dots.]]<br />
<br />
==Glock 18==<br />
The third generation [[Glock 18]] appears as the "G18". It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.<br />
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]<br />
[[File:BF3BLG18.jpg|thumb|none|200px|G18 Battlelog render.]]<br />
[[File:BF3 Glock 18 holding.jpg|thumb|none|600px|First-person view of the Glock 18.]]<br />
[[File:BF3 Glock 18 aiming.jpg|thumb|none|600px|ADS view.]]<br />
[[File:BF3 G18 (2).jpg|thumb|none|600px|Blowing apart some fancy planks in Ziba Tower with the G18.]]<br />
[[File:BF3G18reload.jpg|thumb|none|601px|Reloading; note the fire selector.]]<br />
<br />
==MEU(SOC) Pistol==<br />
The USMC variant of the M1911, the [[M45]], can be used if the player is a Battlefield Veteran or was a member of the EA Gun Club (now part of Battlelog). It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named ''M1911 S-TAC'') exist, but prior to the release of the ''End Game'' DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called "All about precision". After completing it (which require 20 headshots with pistols), the pistol is unlocked.<br />
[[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]]<br />
[[Image:BF3-MEU(SOC)-1.jpg|thumb|none|601px|A US Marine patrols the Caspian Border forest with his .45 pistol.]]<br />
[[Image:BF3-MEU(SOC)-2.jpg|thumb|none|601px|The tritium sights of the MEU(SOC). Here it's possible to see the lack of an ambidextrous safety.]]<br />
[[Image:BF3-MEU(SOC)-3.jpg|thumb|none|601px|The MEU(SOC) has its own unique (and more detailed) reload animation, while all the other pistols use another generic animation. Here the magazine is ejected. Note the incorrect curved mainspring housing. Also note the A1 style safety, which is also incorrect.]]<br />
[[Image:BF3-MEU(SOC)-4.jpg|thumb|none|601px|Lining up a loaded magazine with the magwell. Note that the "MODEL 1911-A1" and "CAL.45" markings on the slide. This and the slanted serrations shows that it's a Springfield Armory made slide.]]<br />
[[Image:BF3-MEU(SOC)-5.jpg|thumb|none|601px|Thumbing the slide catch to make ready again with the M45.]]<br />
[[File:BF3 MEU(SOC) (6).jpg|thumb|none|600px|The Marine vaults over a fence with his MEU(SOC) pistol, appreciative of the fact that he actually has legs in this game.]]<br />
<br />
==MP-412 REX==<br />
The [[MP-412 REX]] revolver returns from ''Bad Company'' and ''Bad Company 2'' as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in the ''Bad Company'' series, the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to "flicking" them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.<br />
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]<br />
[[File:Bf3 MP-412 REX holding.jpg|600px|thumb|none|Out in the Omani town with a MP-412 REX. The model has returned to the normal 4" barrel length last seen in the first ''Bad Company''.]]<br />
[[File:Bf3 MP-412 REX aim.jpg|thumb|none|601px|Iron sights of the MP-412 REX.]]<br />
[[File:Bf3 MP412 reload 1.jpg|thumb|none|601px|The brilliant shower of .357 casings after opening up the REX.]]<br />
[[File:Bf3 MP-412 REX reloading 2.jpg|thumb|none|601px|Inserting new .357 Magnum rounds with a speedloader.]]<br />
[[File:BF3 MP-412 (5).jpg|thumb|none|600px|The top-break system is also clasped shut, unlike the flick seen in previous games.]]<br />
<br />
==MP-443 Grach==<br />
The [[MP-443 Grach]] returns from ''Bad Company 2'' and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.<br />
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 Grach - 9x19mm]]<br />
[[Image:BF3-MP443-1.jpg|thumb|none|600px|Vladimir uses his MP-443 as one of Solomon's men demonstrates how not to steal a car stereo.]]<br />
[[Image:BF3-MP443-2.jpg|thumb|none|600px|Dmitri Mayakovsky holds his MP-443 on Blackburn as he tries to blame everything on a fire extinguisher.]]<br />
[[File:Bf3 MP-443 Grach holding.jpg|thumb|none|600px|Holding the MP-443 Grach.]]<br />
[[File:Bf3 MP-443 Grach aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:Bf3 MP-443 Grach reloading 1.jpg|thumb|none|600px|Mid-magazine reload.]]<br />
<br />
==Taurus Model 44==<br />
The [[Taurus Model 44]] appears as an unlockable sidearm, and can be fitted with a scope. Appears as ".44 Magnum", one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.<br />
[[Image:Taurus 44.jpg|thumb|none|400px|Taurus Model 44 with 6" barrel - .44 Magnum]]<br />
[[Image:BF3-Taurus44-1.jpg|thumb|none|600px|Solomon aims his Taurus Model 44 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.]]<br />
[[Image:BF3-Taurus44-2.jpg|thumb|none|600px|Blackburn soon finds himself getting a closer look at the barrel.]]<br />
[[Image:BF3-Taurus44-3.jpg|thumb|none|600px|Prior to the start of "Uprising," Solomon is seen aiming his Taurus at an injured Marine.]]<br />
[[File:Bf3 Taurus Model 44 holding.jpg|thumb|none|601px|Brandishing the Taurus .44 atop the USS Essex in the Pacific, alongside some Marine aircraft.]]<br />
[[File:BF3 .44 Magnum (2).jpg|thumb|none|600px|Aiming the Taurus.]]<br />
[[File:BF3 .44 reload (1).jpg|thumb|none|601px|It reloads with the distinct stressfire technique, something that was rarely seen in games before ''Battlefield 3''. Here, the user palms out the spent cartridges.]]<br />
[[File:BF3 .44 reload (2).jpg|thumb|none|601px|And then right-hands in a speedloader of .44.]]<br />
[[File:BF3 .44 reload (3).jpg|thumb|none|601px|Then the cylinder is rather dramatically ratcheted shut - the cartridges are a bit off-position, though.]]<br />
<br />
==Dog Tag Weapons==<br />
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found '''only''' on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.<br />
[[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]]<br />
Beretta "93R" Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|"92R"]]<br><br />
Beretta M9 Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]<br><br />
Beretta M9 Suppressed Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]<br><br />
Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]<br><br />
Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]<br><br />
MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[M45|MEU (SOC)]]<br><br />
MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]<br><br />
MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]<br><br />
MP-443 Grach Suppressed Dog Tag 100/500 kill - [[Makarov PB]] / [[MP-443 Grach]]<br><br />
Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]<br><br />
Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]<br><br />
"toe2toe" Dog tag - [[Beretta M9]] / [[MP-443 Grach]]<br><br />
<br />
=Submachine Guns=<br />
Unlike previous games in the series, SMGs are all-class weapons, and not strictly limited to an Engineer/Spec Ops-type class.<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.<br />
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]<br />
[[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission "Comrades."]]<br />
[[File:BF3 P90 (1).jpg|thumb|none|601px|The P90TR out on Wake Island.]]<br />
[[File:BF3 P90 (2).jpg|thumb|none|601px|Aiming down the fictional default BUIS used on several weapons in ''Battlefield 3''.]]<br />
[[File:BF3 P90 (3).jpg|thumb|none|601px|Reloading the P90.]]<br />
[[File:BF3 P90 (4).jpg|thumb|none|600px|Pulling the charging handle.]]<br />
<br />
==Heckler & Koch MP5KA4==<br />
The [[MP5K|MP5KA4]] is added to BF3 via ''Close Quarters'' DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the ''Armored Kill'' expansion.<br />
[[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]]<br />
[[file:bf3 m5k idle.jpg|thumb|none|600px|The "M5K" in ''Battlefield 3''.]]<br />
[[File:Bf3 Heckler & Koch MP5KA4 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:bf3 m5k reload1.jpg|thumb|none|600px|Pulling the bolt back]]<br />
[[file:bf3 m5k reload2.jpg|thumb|none|600px|Inserting a new magazine]]<br />
[[file:bf3 m5k reload3.jpg|thumb|none|600px|Performing an HK slap]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The [[H&K MP7A1]] can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The "reload-from-empty" animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.<br />
[[Image:MP7 40rdmag.jpg|thumb|none|450px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]<br />
[[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission "Night Shift." Note the BUIS are retained even with an optic added.]]<br />
[[Image:BF3-MP7-1.jpg|thumb|none|600px|Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.]]<br />
[[Image:BF3-MP7-2.jpg|thumb|none|600px|The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in "The Great Destroyer" Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...]]<br />
[[Image:BF3-MP7-3.jpg|thumb|none|600px|...whereas earlier he just told his vanilla one to imagine it was full of bullets that were ''this'' big.]]<br />
[[File:Bf3 Heckler & Koch MP7A1 aim.jpg|thumb|none|600px|The default iron sights of the MP7 in multiplayer.]]<br />
<br />
==Heckler & Koch UMP45==<br />
The [[Heckler & Koch UMP|H&K UMP45]] can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]]<br />
[[File:BF3-UMP-1.jpg|thumb|none|600px|Blackburn reloads his UMP during "The Great Destroyer," wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in "Operation Guillotine" when the UMPs are used by the US military; military UMPs should not have it.]]<br />
[[File:Rrt877 ump.jpg|thumb|none|601px|Observing a cabin on Kaisar Railroad with the UMP.]]<br />
[[File:Bf3 Heckler & Koch UMP45 aim.jpg|thumb|none|601px|The rear sight is now set to a rear notch, compared to the G36C-like peep in the previous game.]]<br />
[[File:BF3 UMP45 (3).jpg|thumb|none|600px|Performing a tactical reload with the UMP. The magazine briefly clips the magwell when being removed.]]<br />
[[File:BF3 UMP45 (4).jpg|thumb|none|600px|When empty, the charging handle is locked back similar to the roller delayed HKs.]]<br />
[[File:BF3 UMP45 (5).jpg|thumb|none|600px|Loading in a new magazine with a modeled cartridge.]]<br />
[[File:BF3 UMP45 (6).jpg|thumb|none|600px|Backhanding the bolt back into battery.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.<br />
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]]<br />
[[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customize menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]]<br />
[[file:bf3 bizon idle.jpg|thumb|none|601px|A PP-19 Bizon in the hands of a soldier out on the Russian side of Karkand.]]<br />
[[File:BF3 PP19 ads.jpg|thumb|none|601px|The Bizon's iron sights, which actually has a fairly realistic tight rear notch.]]<br />
[[file:bf3 bizon reload.jpg|thumb|none|601px|Removing the helical magazine.]]<br />
[[File:BF3 PP-19 (4).jpg|thumb|none|600px|Loading up a new one. A cartridge is never shown in the feed lips.]]<br />
[[file:bf3 bizon bolt.jpg|thumb|none|601px|Pulling the bolt to chamber a new round.]]<br />
<br />
==PP-2000==<br />
The [[PP-2000]] returns from ''Bad Company 2'', feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.<br />
[[Image:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]<br />
[[Image:BF3-PP2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission "Kaffarov."]]<br />
[[File:Bf3 KBP PP-2000 aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:Bf3 KBP PP-2000 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]<br />
[[File:Bf3 KBP PP-2000 reloading 2.jpg|thumb|none|600px|Cocking the PP-2000.]]<br />
<br />
=Shotguns=<br />
For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most video games where you have to see the whites of the enemies' eyes for shotguns to be effective. <br />
<br />
In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells.<br />
<br />
==Benelli M4 Super 90==<br />
The [[Benelli M1014]] semi-automatic shotgun is found in ''Battlefield 3''. Default magazine capacity is 4+1, represented by the magazine tube ending at the sling swivel rather than the civilian model 5-shot crimped tube. Extended Magazine uses the full-length tube with 6+1 capacity (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS.<br />
<br />
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]<br />
[[File:BF3-M1014-2.jpg|thumb|none|600px|A M1014 near a dead bank worker at the end of the mission "Operation Guillotine."]]<br />
[[File:BF3-M1014-1.jpg|thumb|none|601px|Standing next to a Growler jeep and a M142 HIMARS with the M1014 shotgun.]]<br />
[[File:BF3 M1014 (2).jpg|thumb|none|600px|Sighting in the Benelli on the M142's cabin.]]<br />
[[File:Rrt877 m1014.jpg|thumb|none|601px|Chamberloading from empty.]]<br />
[[File:Rrt877 m1014 reload.jpg|thumb|none|601px|And actuating the bolt release.]]<br />
[[File:BF3 M1014 (5).jpg|thumb|none|600px|Loading shells into the tube magazine.]]<br />
<br />
==Franchi SPAS-12==<br />
The [[SPAS-12]] is one of the 10 guns appearing in the ''Close Quarters'' expansion pack. The weapon is restricted to pump action, and performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear. In reality, the player cannot simply reload a SPAS-12 in the manner of the game as the carrying latch button must be pressed in order to open the loading gate.<br />
<br />
The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by "-12", both being 12-gauge, and that they were both in the ''[[Battlefield: Bad Company]]'' series, they have little in common. The ''Close Quarters'' DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.<br />
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]<br />
[[file:bf3 spas idle.jpg|thumb|601px|none|Relaxing and taking in the Tehran sights in the Ziba Tower lounge with the SPAS-12.]]<br />
[[file:bf3 spas iron.jpg|thumb|601px|none|Getting a clear view of the shotgun's iron sights.]]<br />
[[File:BF3 SPAS-12 (3).jpg|thumb|none|600px|Working the SPAS's action.]]<br />
[[file:bf3 spas chamber.jpg|thumb|601px|none|Inserting a new round into the chamber.]]<br />
[[File:BF3 SPAS-12 (5).jpg|thumb|none|600px|About to chamber it.]]<br />
[[file:bf3 spas reload.jpg|thumb|601px|none|Continuing the reload. If you look closely, you can make out part of the word "gauge" on the shell.]]<br />
<br />
==M26 MASS==<br />
The [[M26 MASS]] can be used only in the Assault kit in the "Gadget 1" slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. The AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails as an available attachment, possibly because it would interfere with both weapons' particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.<br />
[[Image:XM26 2 highRes.jpg|thumb|none|450px|M26 MASS - 12 gauge, mounted on [[M4A1 carbine]] with C-More red dot sight - 5.56x45mm]]<br />
[[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]]<br />
[[File:BF3 Mass.jpg|thumb|none|601px|A M26 MASS drawn on Noshahr Canals.]]<br />
[[File:BF3 M26 MASS (2).jpg|thumb|none|600px|Aiming with the in-game staple BUIS.]]<br />
[[File:BF3 M26 MASS (3).jpg|thumb|none|600px|Cycling the M26. The magazine disappears for a frame while sliding the action forward.]]<br />
[[File:BF3 M26 MASS (4).jpg|thumb|none|600px|Reloading the Saiga-like box magazine.]]<br />
[[File:BF3 M26 MASS (5).jpg|thumb|none|600px|And charging again. A spent shell is never shown ejecting.]]<br />
[[File:BF3 M26UB (1).jpg|thumb|none|600px|Flicking out the bolt handle on a M26 slung under a SCAR-L with big pixel Russian EMR camo.]]<br />
[[Image:Rrt877 mass mounted.jpg|thumb|none|601px|The MASS in use.]]<br />
[[Image:Rrt877 mass mounted reloading.jpg|thumb|none|601px|The reload as seen held out further away. The user's hand can be seen on the magazine.]]<br />
<br />
==Pancor Jackhammer==<br />
The [[Pancor Jackhammer]], called the "MK3A1", is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.<br />
[[File:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]]<br />
[[File:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customization screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]]<br />
[[File:Pancor Jackhammer BF3.jpg|thumb|none|601px|Inspecting a suspicious bus with the Pancor Jackhammer MK3A1.]]<br />
[[File:Pancor Mark III A1 BF3 Reload.jpg|thumb|none|601px|Aiming with the Jackhammer's M16-style iron sights.]]<br />
[[File:BF3 Jackhammer (3).jpg|thumb|none|600px|''Battlefield 3'' appears to correctly depict the actual reloading procedure of this weapon. The foregrip is pushed forward to unlock and drop the "ammo cassette"...]]<br />
[[File:BF3 Jackhammer (4).jpg|thumb|none|600px|Inserting a fresh ammo cassette/cylinder magazine.]]<br />
[[File:BF3 Jackhammer (5).jpg|thumb|none|600px|And a release button on the trigger guard is pressed to retract the foregrip and lock the ammo cassette in place.]]<br />
[[File:BF3 Jackhammer (6).jpg|thumb|none|600px|Empty reloads have the added step of the foregrip pumped again, presumably to "rechamber" the Pancor.]]<br />
[[File:BF3 Jackhammer (7).jpg|thumb|none|600px|Diving to prone gives a good profile view of the Jackhammer, though doing so with one's finger on the trigger is quite risky.]]<br />
<br />
==Remington 870 MCS==<br />
The [[Remington 870|Remington 870 MCS]] appears as the "870MCS". The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.<br />
[[File:Remington_870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]<br />
[[File:BF3-MCS-1.jpg|thumb|none|600px|Blackburn holds an 870 MCS with a tactical light during the mission "Uprising."]]<br />
[[File:BF3-MCS-2.jpg|thumb|none|600px|One of Blackburn's starting weapons in "Operation Guillotine" is this Remington 870 MCS with a laser aiming module. The gameplay purpose of this is that it tightens the Big Magic White Circle.]]<br />
[[File:BF3 870 MCS (1).jpg|thumb|none|600px|A Marine secures giant dump trucks with the Remington 870 MCS.]]<br />
[[File:Bf3 870 aim.jpg|thumb|none|601px|Using the MCS's illuminated rifle sights.]]<br />
[[File:BF3 870 MCS (3).jpg|thumb|none|600px|Topping off the default short magazine tube. This configuration is unusual, as the 870 MCS normally comes with the seven-round magazine.]]<br />
[[File:Bf3_870MCS_Frag.jpg|thumb|none|601px|Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.]]<br />
[[File:BF3 870 MCS (5).jpg|thumb|none|600px|Pumping out the (unfired) shell under recoil.]]<br />
[[File:BF3_chamberload_870mcs_ext_mag.jpg|thumb|none|601px|Chamberloading the 870, here with the extended magazine.]]<br />
[[File:BF3 870 MCS (7).jpg|thumb|none|600px|About to push the pump forward.]]<br />
<br />
==Saiga 12K==<br />
The [[Saiga 12K]] returns from ''Battlefield 2'' and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update). It appears to share the exact same model as the "S20K" and the "Saiga 20K Semi" from ''[[Battlefield: Bad Company|Bad Company]]'' and ''[[Battlefield: Bad Company 2|Bad Company 2]]''.<br />
[[Image:Saiga 12k-1.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]<br />
[[Image:BF3-Saiga-1.jpg|thumb|none|600px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission "Uprising."]]<br />
[[Image:BF3-Saiga-2.jpg|thumb|none|600px|The mission "Kaffarov" can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.]]<br />
[[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]]<br />
[[File:BF3 Saiga-12K (1).jpg|thumb|none|600px|The Saiga 12K out on the ''Close Quarters'' level Scrapmetal.]]<br />
[[File:BF3 Saiga-12K (2).jpg|thumb|none|600px|View down the Saiga's sights.]]<br />
[[File:BF3 Saiga-12K (3).jpg|thumb|none|600px|Due to a bug, the magazine tends to disappear for a split second after firing, similar to the M26 MASS.]]<br />
[[File:BF3 Saiga-12K (4).jpg|thumb|none|600px|On empty reloads, the magazine is correctly empty.]]<br />
[[File:BF3 Saiga-12K (5).jpg|thumb|none|600px|Rocking in another box mag.]]<br />
[[File:BF3 Saiga-12K (6).jpg|thumb|none|600px|And charging the Saiga overhand style.]]<br />
<br />
==SWD/Cobray Street Sweeper / Armsel Protecta Hybrid==<br />
A hybrid of the [[SWD/Cobray Street Sweeper]] and the [[Armsel Protecta]] is included in ''Battlefield 3''. It features semi-automatic fire, has a thin winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a [[Colt Single Action Army]]). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab.<br />
<br />
The weapon is referred to as the "DAO-12", as it was in ''[[Battlefield 2]]''; this stands for "double action only, 12 gauge" and is a ''description'' of the weapon rather than a correct name for it. The name was kept as an homage to ''Battlefield 2''. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that; some real-world Striker/Street Sweeper variants do hold fewer rounds for legal reasons (achieved by simply plugging two of the chambers), though these are usually limited to 10 rounds instead of 8.<br />
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]<br />
[[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12" barrel - 12 gauge]]<br />
[[File:BF3-Streetsweeper-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission "Kaffarov."]]<br />
[[File:BF3 Cobray (1).jpg|thumb|none|600px|The DAO-12 on Operation Riverside.]]<br />
[[File:Bf3 Cobray Street Sweeper aim.jpg|thumb|none|600px|Iron sights of the DAO-12.]]<br />
[[File:Bf3 Cobray Street Sweeper reloading 1.jpg|thumb|none|600px|Firing the shotgun, note the ejecting cartridge.]]<br />
[[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]]<br />
[[File:Bf3 Cobray Street Sweeper reloading 2.jpg|thumb|none|600px|The reload cycle shows the player character inserting the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing, when in reality it has to be rotated manually while reloading. Note "12 GAUGE" and a fragmentation symbol visible on the shells. Note the shell deflector characteristic of the Protecta.]]<br />
<br />
==USAS-12==<br />
The [[USAS-12]] is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in ''Back to Karkand''. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached, the carry handle is replaced by a strip of rails, meaning that the weapon becomes visually identical to the WM-12, an American semi-auto clone of the USAS-12. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments. <br />
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 with 10-round magazine - 12 gauge]]<br />
[[File:WM-12.jpg|thumb|none|400px|Ameetec Arms WM-12 - 12 gauge]]<br />
[[Image:Bf3 usas12 holding.jpg|thumb|none|600px|The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.]]<br />
[[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]]<br />
[[Image:BF3-USAS-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by "Baewoo Brecisions" of Korea.]]<br />
[[Image:Bf3 usas12 reloaded 2.jpg|thumb|none|600px|After replacing the magazine, the player character pulls on the charging handle. Note the deserted left side dust cover, compared to the image above.]]<br />
[[Image:Bf3 usas12 world.jpg|thumb|none|600px|Icon and world model for the USAS-12. Note that the world model has no sights and no magazine.]]<br />
<br />
==Dog Tag Weapons==<br />
[[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|600px|Dog Tag Shotguns.]]<br />
Benellli M1014 Dog Tag 100/500 kill- [[Benelli M1014]] / [[Benelli M1014]]<br><br />
Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]<br><br />
M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]<br><br />
Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]<br><br />
Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]<br><br />
Saiga 12K Dog Tag 100/500 kill - [[Saiga-12K]] / [[Saiga-12K]]<br><br />
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[SWD/Cobray Street Sweeper]] / [[SWD/Cobray Street Sweeper]]<br><br />
USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]<br><br />
<br />
=Assault Rifles & Battle Rifles=<br />
==5.56A-91==<br />
The [[5.56A-91]] appears as part of the "Carbine" classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the [[9A-91]] from ''Bad Company 2'', albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called "[[A-91]]" in the game, which refers to the 7.62x39mm variant.<br />
[[File:5.56A-91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]<br />
[[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of "Comrades."]]<br />
[[File:Rrt877 a-91.jpg|thumb|none|601px|Wielding the 5.56A-91 in Multiplayer.]]<br />
[[File:BF3 A-91 (2).jpg|thumb|none|600px|The A-91's iron sights.]]<br />
[[File:BF3 A-91 (3).jpg|thumb|none|600px|Firing, which shows the charging handle cycling and cases ejecting at the front.]]<br />
[[File:Rrt877 a-91 reloading.jpg|thumb|none|601px|Removing a 5.56 magazine.]]<br />
[[File:BF3 A-91 (5).jpg|thumb|none|600px|And pulling out a new one to load in.]]<br />
[[File:BF3 A-91 (6).jpg|thumb|none|600px|Charging the A-91 from empty.]]<br />
<br />
==AEK-971==<br />
The [[AEK-971]] is available as an unlock for the Assault kit.<br />
<br />
The AEK-971's model is peculiar in that it is mostly a hybrid between the early prototypes of the AEK as well as the 2010s production model. The shape of the lower receiver and the barrel assembly are based on the early prototypes from the late 70s; however, the cleaning rod mount under the base of the front sight block has been removed and replaced with cleaning rod mount from the 2010s AEK-971 model. Additionally, the fire control group and upper receiver of the 2010s AEK-971 model are present, and the handguard and stock are fictionalized representations of the later model.<br />
<br />
[[File:AEK-971 left side.jpg|thumb|none|450px|Prototype AEK-971 - 5.45x39mm]]<br />
[[Image:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]<br />
[[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission "Uprising."]]<br />
[[Image:BF3 AEK971.jpg|thumb|none|600px|AEK-971 in ''Battlefield 3'' with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.]]<br />
[[File:BF3 AEK-971 (1).jpg|thumb|none|600px|A Russian Assault trooper with the AEK-971 on Operation Riverside.]]<br />
[[File:BF3 AEK-971 (2).jpg|thumb|none|600px|Compared to the ''Bad Company'' series, the iron sights are used in a bit more believable manner.]]<br />
[[File:Rrt877 aek2 reload.jpg|thumb|none|601px|It always reloads in a tactical manner, with the old magazine kicked out with a new one. Ammo left in spent magazines is still returned to the character's ammo pool.]]<br />
[[File:BF3 AEK-971 (4).jpg|thumb|none|600px|Rocking in the black 5.45 magazine.]]<br />
[[File:BF3 AEK-971 (5).jpg|thumb|none|600px|And charging the AEK.]]<br />
<br />
==AK-74M==<br />
The [[AK-74M]] is the standard assault rifle used by the Russian Assault kit. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3. The model is somewhat inaccurate to the real -74M as it has the original pattern of non-folding rear receiver trunnion and a fixed stock, but it still has the retainer latch of a sidefolder receiver at its front end, and the smooth dust cover.<br />
[[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]<br />
[[File:AK-74(plum).jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]<br />
[[File:BF3-AK-1.jpg|thumb|none|600px|Blackburn holds an AK-74M equipped with a PSO-1 scope during "Operation Swordbreaker." Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]]<br />
[[File:BF3 AK-74M (1).jpg|thumb|none|600px|[[Metro 2033|A Russian soldier leaves the safety of his home station]] with his trusty AK-74M in the Metro tunnels. Note the recoil spring's latch that holds the top cover in place is rather undersized.]]<br />
[[File:Bf3 ak-74m aim.jpg|thumb|none|600px|The AK-74's iron sights have a rather serious application of bright tritium.]]<br />
[[File:Bf3 ak-74m reloading 1.jpg|thumb|none|600px|Removing a spent 5.45 magazine.]]<br />
[[File:Bf3 ak-74m reloading 2.jpg|thumb|none|600px|Angling in a new one - note the tape grip around the magazine. Also note the incorrectly modeled fixed stock, lacking both its side-folding hinge and release button.]]<br />
[[File:BF3 AK-74M (5).jpg|thumb|none|600px|After that, he flips the weapon over and racks the bolt if empty.]]<br />
[[File:Bf3 ak-74m world.jpg|thumb|none|600px|Two AK-74s on the lying on the ground, in an inverse of the IMFDB logo. The retainer lug for a folding stock can be seen on the left rifle, while the right one has a folding stock's latch button, but none of the other associated stock-folding hardware.]]<br />
<br />
==AKS-74U==<br />
The [[AKS-74U]] is used by the Engineer kit in multiplayer, and is the starting weapon for Russian Engineers.<br />
[[File:AKS74U.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:BF3-AKS-74U-1.jpg|thumb|none|600px|Blackburn wrestles with one of Solomon's men during the introductory mission "Semper Fidelis." On the Xbox 360 version before the ''Back to Karkand'' update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]]<br />
[[File:BF3-AKS-1.jpg|thumb|none|600px|At the start of the mission "Uprising," Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]]<br />
[[File:BF3 AKS-74U (1).jpg|thumb|none|600px|A Russian Engineer holds up a snowman family found on the Sabalan Pipeline level from the Final Stand DLC. It has the same odd milled/stamped steel hybrid receiver, similar to the model from the ''Bad Company'' series.]]<br />
[[File:BF3 AKS-74U (2).jpg|thumb|none|600px|Aiming upon the middle snowman. The sights have non-standard illumination bits, and the rear notch is much more cropped than it is in reality.]]<br />
[[File:Rrt877 aks74u reloading.jpg|thumb|none|601px|Reloading the taped bakelite orange magazine.]]<br />
[[File:BF3 AKS-74U (4).jpg|thumb|none|600px|And palming the bolt back.]]<br />
[[File:BF3 AKS-74U (5).jpg|thumb|none|600px|World model and pickup icon of the AKS-74U.]]<br />
<br />
==AN-94==<br />
The [[AN-94]] returns from the ''Bad Company'' series. The AN-94's dual-rate full-auto mode is, in multiplayer, depicted somewhat closer to reality than in ''[[Battlefield: Bad Company 2]]'', with bursts and the first two shots on pulling the trigger in full-auto firing at a slightly faster rate than sustained full-auto, though nowhere near the full 1,800 rpm the real weapon fires at. In the single-player campaign, the 2 round burst is shown to incorrectly fire at the same 600 rpm as sustained full auto, as it worked in ''Bad Company 2''.<br />
<br />
The AN-94 starts in 2-round burst mode by default. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes.<br />
<br />
An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971. The weapon is also modeled with the magazine coming out straight downwards from the bottom of the gun like on other AK-like weapons, rather than being angled off towards the right side of the gun.<br />
<br />
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|450px|none|AN-94 - 5.45x39mm]]<br />
[[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission "Rock and a Hard Place." As with most of the weapons in the game, equipping optics results in it being held lower - compare to the images below.]]<br />
[[File:BF3 AN-94 (1).jpg|thumb|none|601px|An AN-94 out in the worksite area of Damavand Peak.]]<br />
[[File:BF3 AN-94 (2).jpg|thumb|none|601px|The rifle's iron sights.]]<br />
[[File:BF3 AN-94 (3).jpg|thumb|none|601px|Firing away in full-auto, which gives a good portrayal of the AN-94's recoiling barrel and muzzle flash. The ejected cartridges also appear to be steel-cased.]]<br />
[[File:BF3 AN-94 (4).jpg|thumb|none|600px|Rather oddly, the AN-94 uses unique green magazines. Green AK magazines and furniture are sometimes seen in service with the Russian Border Guards branch.]]<br />
[[File:BF3 AN-94 (5).jpg|thumb|none|600px|Letting go of the charging handle while rechambering the AN-94, giving a view of the chamber.]]<br />
<br />
==AS Val==<br />
The [[AS Val]] appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.<br />
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]<br />
[[Image:BF3-ASVal-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission "Comrades."]]<br />
[[Image:BF3-ASVal-2.jpg|thumb|none|600px|Kiril holds his AS Val near the end of "Comrades."]]<br />
[[File:BF3 AS Val (0).jpg|thumb|none|600px|A Russian operator approaches the Metro ticket booth while wondering if they accept 9x39mm as currency.]]<br />
[[File:BF3 AS VAL (1).jpg|thumb|none|600px|Aiming the AS Val.]]<br />
[[File:BF3 AS VAL (2).jpg|thumb|none|600px|Reloading.]]<br />
[[File:BF3 AS VAL (3).jpg|thumb|none|600px|Charging the Val.]]<br />
[[File:BF3 AS Val (5).jpg|thumb|none|600px|World model of the AS Val on the ground.]]<br />
<br />
==Colt M4LE Carbine==<br />
Two versions of the [[M4 Carbine]] are available in Multiplayer: the full-auto "M4A1" and the 3-round burst "M4". However, they are modeled after the civilian M4LE, as evidenced by the Safe/Fire selector switch. The Colt M4LE Carbines are painted in desert tan camouflage and serve as the stand in for the military Colt M4A1 used by the U.S. Marines in game. In singleplayer, the "M4A1" is primarily seen carried by Blackburn, Steve Campo, Cole, Miller and many Marines in campaign. In multiplayer, being a carbine, the M4s are used by the Engineer kit. The "M4A1" is the starting weapon for US Engineers, while the "M4" is unlocked at 40,000 Engineer score. The model features a KAC RIS handguard, VLTOR Improved Modstock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates.<br />
<br />
Interestingly, the first "Fault Line" trailers showed the player rack the charging handle during an empty reload, which was changed to a press of the bolt release from the Operation Metro trailer onwards and into the release version.<br />
[[File:Colt M4LE Carbine.jpg|thumb|none|450px|Colt M4LE Carbine - 5.56x45mm]]<br />
[[File:ColtM4.jpg|thumb|none|450px|An actual M4A1, for comparison - 5.56x45mm. This one is fitted with an Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard, and vertical forward grip.]]<br />
[[File:BF3-M4-1.jpg|thumb|none|600px|Blackburn holds an "M4A1" during "Operation Swordbreaker."]]<br />
[[File:BF3-M4-2.jpg|thumb|none|600px|Blackburn reloads his carbine. "For law enforcement / military use" is printed on the side of the EOTech optic.]]<br />
[[File:BF3-M4-3.jpg|thumb|none|600px|Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in ''Medal of Honor'', though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note how the semi-auto position reads "Fire", meaning it was modeled on a civilian M4 variant.]]<br />
[[File:Bf3 Colt M4A1 holding.jpg|thumb|none|601px|Outside the Damavand tunnel with the M4 Carbine.]]<br />
[[File:BF3 M4A1 (2).jpg|thumb|none|600px|The M4's sight picture against the hillside.]]<br />
[[File:BF3 M4A1 (3).jpg|thumb|none|600px|Reloading the M4.]]<br />
[[File:BF3 M4A1 (4).jpg|thumb|none|600px|From empty, it is held at a slightly different angle, and the user grasps the STANAG in a slightly different manner.]]<br />
[[File:BF3 M4A1 (5).jpg|thumb|none|600px|Thumbing the bolt release, akin to the Mk 11.]]<br />
[[File:BF3 M4A1 (6).jpg|thumb|none|600px|The M4's sightless world model, which also gives a good view of the Hogue grip and VLTOR stock.]]<br />
<br />
==Colt Sporter Competition==<br />
Both the 3-round burst "[[M16A4]]" and the full-auto "M16A3" are in fact modeled after the civilian Colt Sporter Competition, since they have a Safe/Fire selector switch, and they lack a bayonet lug. The Colt Sporter Competition are painted in desert tan camouflage and serve as the stand in for the military Colt M16A3 used by the U.S. Marines in game. In singleplayer, the "M16A3" is primarily seen carried primarily by Christian Matkovic and many Marines in campaign. In multiplayer, being an assault rifle, the M16s are used by the Assault kit. The "M16A3" is the starting weapon for US Assault classes, and can be unlocked for the Russian Assault at 220,000 Assault points; while the "M16A4" is unlocked at 89,000 Assault points. The model features an [[M16A1]] flash hider, a KAC RIS handguard with a rail cover on the right side rail, a Hogue pistol grip, a Magpul loop on the magazine, and a cloth sleeve wrapped around the stock.<br />
<br />
The "M16A4" was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and optical sights; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release.<br />
<br />
An actual M16A4 appears on the Back To Karkand DLC cover art, with visible bayonet lugs.<br />
[[File:Colt Sporter Competition.jpg|thumb|none|450px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]<br />
[[File:M16A4withANPEQ&ACOG.jpg|thumb|none|450px|An actual M16A4, for comparison - 5.56x45mm NATO. This is the USMC style setup, an M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope.]]<br />
[[File:BF3-M16-1.jpg|600px|thumb|none|Blackburn holds his "M16A3" during Operation Swordbreaker.]]<br />
[[File:BF3 M16 (1).jpg|thumb|none|600px|A Marine with the M16 on Nebandan Flats, out on some desert farmland.]]<br />
[[File:Bf3 m16a3 aim.jpg|thumb|none|601px|The M16's iron sights - the sight picture appears to be a bit closer-in compared to the "M4" above.]]<br />
[[File:BF3-M16-2.jpg|601px|thumb|none|Removing the STANAG magazine at the start of a reload.]]<br />
[[File:BF3 M16 (4).jpg|thumb|none|600px|Shoving in a new one rather quickly - the M16A3's rather quick reload time was another attribute in favor of its overwhelming multiplayer popularity.]]<br />
[[File:BF3 M16 (5).jpg|thumb|none|600px|From empty, the rifle is held at up at an alternate angle.]]<br />
[[File:BF3 M16 (6).jpg|thumb|none|600px|Palming the bolt release from empty.]]<br />
[[File:Bf3 m16a4 world.jpg|thumb|none|601px|Icon and world model of the "M16A3" in Single Player. The dropped/stowed world model always shows the M16 without any sights. It also has a burlap wrap on the stock.]]<br />
<br />
==DIO KH2002 Sama==<br />
Befitting the Iranian setting, the [[DIO KH2002|DIO KH2002 Sama]] bullpup assault rifle is one of the weapons in the game. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however.<br />
<br />
In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. <br />
[[File:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]<br />
[[File:BF3-KH2002-1.jpg|thumb|none|600px|Blackburn holds a KH2002 during the mission "Uprising" as he discovers the exit.]]<br />
[[File:BF3-KH2002-2.jpg|thumb|none|600px|Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.]]<br />
[[File:BF3 KH2002 (0).jpg|thumb|none|600px|Right side of a KH2002 lying on the ground.]]<br />
[[File:BF3 KH2002 (1).jpg|thumb|none|600px|Observing an Iranian monolith in Tehran with the KH2002.]]<br />
[[File:Bf3 kh2002 aim.jpg|thumb|none|601px|Aiming with the KH2002's A2 style sights.]]<br />
[[File:BF3 KH2002 (3).jpg|thumb|none|600px|Relaading the twenty-round magazine.]]<br />
[[File:BF3 KH2002 reload.jpg|thumb|none|601px|And finger-gunning the charging handle to rechamber the KH2002.]]<br />
<br />
==FAMAS Valorisé==<br />
A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. The FAMAS is the first unlockable assault weapon of the expansion pack and is obtained through the completion of the ''Best Friend Forever'' assignment. It also appears in the game's Battlelog in the "Assignments" section.<br />
<br />
The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed; it also has the highest fire rate of all fully automatic weapons of the game, being used by both US and Russian factions. In-game, the FAMAS uses the correct 25-round straight magazines.<br />
<br />
The FAMAS formerly had slightly different statistics on each platform, but this was corrected in a later patch. Furthermore, its magazine size was decreased from 30 + 1 rounds to 25 + 1 rounds.<br />
<br />
[[File:FAMAS Valorise EoTech.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]<br />
[[File:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]]<br />
[[File:BF3 Profile.jpg|thumb|none|600px|FAMAS Valorisé on the Battlelog screen in the "Assignments" section.]]<br />
[[File:Rrt877 famas3.jpg|thumb|none|601px|A Marine stands over the Seine River with a borrowed FAMAS Valorisé.]]<br />
[[File:BF3 FAMAS Iron Sight view.jpg|thumb|none|601px|Aiming with the FAMAS's actual iron sights, a rarity in most games.]]<br />
[[File:Rrt877 famas3 reload.jpg|thumb|none|601px|As with many of the other bullpups, the reload involves holding the FAMAS 90 degrees to the right to access the magazine.]]<br />
[[File:BF3 FAMAS (4).jpg|thumb|none|600px|Pulling the relocated charging handle.]]<br />
[[File:BF3 FAMAS (5).jpg|thumb|none|600px|The FAMAS also can use its own unique bipod, deployed here.]]<br />
<br />
==FN F2000 Tactical==<br />
The [[FN F2000]] returns from the ''Bad Company'' series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.<br />
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]<br />
[[Image:BF3-F2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission "Comrades."]]<br />
[[File:1000px-BF3 F2000.jpg|thumb|none|601px|A Marine with the F2000 Tactical at the Noshahr container area.]]<br />
[[File:1000px-BF3 F2000 Iron Sight.jpg|thumb|none|601px|The F2000's iron sights. These appear to have been the inspiration for the BUIS used on several other weapons in ''Battlefield 3''.]]<br />
[[File:1000px-Bf3 2012-07-31 23-56-43-08.jpg|thumb|none|601px|Firing the F2000 - the forward-ejected rounds are normally obscured, but strafing to the right makes the casings visible.]]<br />
[[File:1000px-BF3 F2000 Left Side.jpg|thumb|none|601px|The character brings out and gets a quick glance at the loaded rounds in the STANAG during the reload.]]<br />
[[File:BF3 F2000 (5).jpg|thumb|none|600px|Operating the charging handle.]]<br />
<br />
==FN SCAR-H CQC==<br />
The first generation FN Mk 17 Mod 0, or [[FN SCAR-H CQC]], is used by the Engineer kit in multiplayer. A modeling mistake shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.<br />
<br />
[[File:FN_SCAR_-1-.jpg|thumb|none|450px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]<br />
[[File:BF3-SCAR-1.jpg|thumb|none|600px|Blackburn reloads his SCAR-H at the start of "Operation Guillotine." Note that even though the weapon can fire in full-auto, the fire selector switch is set on semi-auto.]]<br />
[[File:Rrt877 mk17.jpg|thumb|none|601px|Approaching a gas station with the SCAR-H]]<br />
[[File:BF3 SCAR-H (2).jpg|thumb|none|601px|Checking the SCAR's sights against the highway.]]<br />
[[File:BF3 SCAR-H (3).jpg|thumb|none|600px|Pulling up the new magazine. This angle doesn't really happen with the SCAR-L reload.]]<br />
[[File:BF3 SCAR-H (4).jpg|thumb|none|600px|Thumbing the bolt release, though with the user's thumb not reaching quite high enough.]]<br />
<br />
==FN SCAR-L==<br />
The first generation FN Mk 16 MOD 0, or [[SCAR-L]], is an assault rifle added in the ''Close Quarters'' expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.<br />
[[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]]<br />
[[File:BF3 SCAR-L (1).jpg|thumb|none|600px|Inspecting a CH-47 crash site with the first gen SCAR-L.]]<br />
[[File:BF3_cq_SCAR_L_Iron.jpg|thumb|601px|none|The SCAR-L's iron sights,]]<br />
[[File:BF3 SCAR-L (3).jpg|thumb|none|600px|The SCAR-L's reload. Note the selector switch is incorrectly set on single fire, but the charging handle is correctly in the locked back position since all rounds were expended. The new magazine is brought up in an odd manner, clipping through the character's fingers.]]<br />
[[file:BF3_CQ_SCAR_l_reload.jpg|thumb|601px|none|Lining in the aluminum mag.]]<br />
[[file:BF3_SCAR_L_bolt.jpg|thumb|601px|none|Pressing the bolt release, which simultaneously sends the charging handle forward with the bolt. The game also correctly animates the reciprocating charging handle when firing the weapon.]]<br />
<br />
==Heckler & Koch G36 ("MG36")==<br />
In the ''Back to Karkand'' expansion pack, a [[Heckler & Koch G36]] with G36C rails, bipods, and Beta C-Mag drums appears as the "MG36"; the actual MG36 did not have such a configuration, and was a rare weapon with a total production run of around 100 units, facts that were even mentioned in the description. Used by the Support kit, the C-Mag is limited to 50+1 and requires the "Extended Magazines" attachment in order to use its full 100+1 capacity.<br />
<br />
[[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]<br />
[[Image:G36 CMag.jpg|thumb|none|450px|Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]<br />
[[Image:BF3-MG36-1.jpg|thumb|none|600px|"MG36" on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]]<br />
[[file:bf3 mg36 idle.jpg|thumb|none|600px|"MG36" idle, with a Beta C-mag that only holds 50 rounds]]<br />
[[file:bf3 mg36 iron.jpg|thumb|none|600px|"MG36"'s iron sights]]<br />
[[file:bf3 mg36 reload1.jpg|thumb|none|600px|Inserting a fresh magazine]]<br />
[[file:bf3 mg36 reload2.jpg|thumb|none|600px|Pulling the charging handle]]<br />
<br />
==Heckler & Koch G36C==<br />
A [[Heckler & Koch G36C]] is seen in single player in the mission "Comrades". It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines.<br />
[[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler & Koch G36C with vertical foregrip - 5.56x45mm]]<br />
[[Image:BF3-G36-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission "Comrades." Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to "safe".]]<br />
[[File:BF3 G36C (1).jpg|thumb|none|600px|A G36C out in Multiplayer, by the Sharqi TV station.]]<br />
[[File:BF3 G36C (2).jpg|thumb|none|600px|The G36C's sight picture.]]<br />
[[File:BF3 G36C (3).jpg|thumb|none|600px|Reloading, with the carbine still fairly level. The charging handle locks back when empty.]]<br />
[[File:BF3 G36C (4).jpg|thumb|none|600px|Chambering the G36C.]]<br />
<br />
==Heckler & Koch G3A3==<br />
The [[G3A3]] is available in both single and multiplayer. It is an actual H&K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.<br />
[[File:G3a3.jpg|thumb|none|450px|Heckler & Koch G3A3 with wide handguard - 7.62x51mm NATO]]<br />
[[File:BF3-G3-1.jpg|thumb|none|600px|Blackburn holds a G3A3 with ACOG scope during the mission "Operation Swordbreaker."]]<br />
[[File:BF3-G3A3-Pickup.jpg|thumb|none|600px|The detailed pick-up icon for the G3A3.]]<br />
[[File:BF3 G3A3 (1).jpg|thumb|none|600px|Overlooking Kharg Island with the G3, Revolutionary Guard style.]]<br />
[[File:Bf3 g3a3 aim.jpg|thumb|none|601px|When aimed, the front sight is just held in a battle position, without being aligned with the rear notch properly.]]<br />
[[File:Bf3 g3a3 reloading 1.jpg|thumb|none|601px|Palming the G3's bolt back when empty.]]<br />
[[File:BF3 G3A3 (4).jpg|thumb|none|600px|Loading in another magazine with the rifle held steady.]]<br />
[[File:BF3 G3A3 (5).jpg|thumb|none|600px|HK-smacking the bolt forward.]]<br />
[[File:Bf3 g3a3 world.jpg|thumb|none|601px|Icon and world model. Note the slightly mispositioned magazine.]]<br />
<br />
==Heckler & Koch HK416==<br />
The [[HK416]] returns from ''Bad Company'' and ''Bad Company 2'' having a 10.4" barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the "M416," seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.<br />
[[File:Heckler and Koch 416.jpg|thumb|none|400px|Heckler & Koch HK416 with 10 inch barrel - 5.56x45mm NATO]]<br />
[[File:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]]<br />
[[File:Bf3 hk416 holding.jpg|thumb|none|601px|A vanilla HK416 in Multiplayer. A minor modeling error is present in the charging handle: the backside of the handle is completely solid. In reality, you would see a slot with the latch showing through on the left side. This mistake is not present in the M4/M16 models, but is present in the M27 and HK417 (both also HK designs).]]<br />
[[File:Bf3 hk416 aim.jpg|thumb|none|601px|Aiming the HK416, again, the front sight isn't aligned in the rear v-notch.]]<br />
[[File:Bf3 hk416 reloading 1.jpg|thumb|none|601px|The tactical reload is performed with the rifle still held straight forward.]]<br />
[[File:BF3 HK416 (4).jpg|thumb|none|600px|It has a bit more of an angle from empty.]]<br />
[[File:BF3 HK416 (5).jpg|thumb|none|600px|About to smack the bolt catch.]]<br />
<br />
==="M27 IAR"===<br />
The "M27 IAR" appears as a stand-in for the real [[Heckler & Koch M27 IAR]]. The in-game model is based on the "M416" but with a 16.5 inch barrel and 45 round extended magazine, and still features the HK416's 4-vent handguard and gas system; the real M27 uses a longer 5-vent handguard and similarly longer gas system. It is the default weapon for the US Support class.<br />
[[File:HK MR556A1 QuadRail.jpg|thumb|none|450px|Heckler & Koch MR556A1 with 16.5 inch barrel and quad rail handguard, used to illustrate the barrel length - 5.56x45mm NATO]]<br />
[[File:H&K M27 IAR.jpg|thumb|none|450px|An actual Heckler & Koch M27 IAR, for comparison - 5.56x45mm NATO]]<br />
[[File:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission "Kaffarov."]]<br />
[[File:Rrt877 iar.jpg|thumb|none|601px|A Marine patrols Karkand with the "M27 IAR". The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.]]<br />
[[File:BF3 M27 IAR (2).jpg|thumb|none|600px|Interestingly, the front sight post appears to be a bit higher when aiming with the M27's iron sights compared to the standard HK416 carbine.]]<br />
[[File:BF3 M27 IAR (3).jpg|thumb|none|600px|It reloads in the same manner as well.]]<br />
[[File:BF3 M27 IAR (4).jpg|thumb|none|600px|Palming the bolt catch.]]<br />
[[File:BF3 M27 IAR (5).jpg|thumb|none|600px|Right side of the not-M27 while deployed and firing; the dust cover remains shut.]]<br />
<br />
==="M417"===<br />
The alleged "M417" Recon class DMR from the ''Close Quarters'' DLC is a functional stand-in for the [[Heckler & Koch HK417]], though the in-game model is the "M416" with an extended rail, heavier profile barrel, and the factory HK stock. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's in-between the two. It has manageable recoil, and comes with a 8x scope by default. The magazines, despite somewhat resemble early-production 20-round HK417 magazines, are simply a shortened STANAG magazine model reused from the "M416". This can be easily seen by looking at the magazine while crawling. <br />
[[File:HK416 20 inch barrel.jpg|thumb|none|450px|Heckler & Koch HK416 with 20 inch barrel - 5.56x45mm NATO]]<br />
[[File:HK417_20MOD.jpg|thumb|450px|none|An actual Heckler & Koch HK417, for comparison - 7.62x51mm NATO]]<br />
[[File:bf3 m417 idle.jpg|thumb|600px|none|The "M417" idle, with no attachments. Like M27 and HK416, the backside of the charging handle is modeled completely solid. The receiver has the same styling as the 416, and the handguard has the 416 style locking nut on the bottom.]]<br />
[[File:bf3 m417 reload1.jpg|thumb|600px|none|It also uses the game's odd set of BUIS rather than the HK sights that the 416 and M27 IAR.]]<br />
[[File:bf3 m417 reload2.jpg|thumb|600px|none|Reloading the alleged 417. The rear of the receiver also matches HK's AR style.]]<br />
[[File:bf3 m417 bolt.jpg|thumb|600px|none|And as with most of the AR-style rifles, the bolt release is smacked.]]<br />
<br />
===XBOW===<br />
An assignment-unlocked gadget introduced in the ''Aftermath'' DLC is the "XBOW," a tactical crossbow made from a defunct HK416. It is available to all classes, and has two variants - one equipped with a Kobra sight, and another equipped with a PKS-07 scope. The XBOW uses standard bolts, and has scan, explosive, and high velocity bolts that can be acquired from other assignments. The fire selector function is used to cycle through bolt types.<br />
[[File:BF3 XBOW (1).jpg|thumb|none|600px|The reflex sight XBOW on Epicenter.]]<br />
[[File:BF3 XBOW (2).jpg|thumb|none|600px|Resetting the bowstring after firing.]]<br />
[[File:BF3 XBOW (3).jpg|thumb|none|600px|And setting in a new arrow.]]<br />
[[File:BF3 XBOW (4).jpg|thumb|none|600px|The "Scan" bolt has something of a miniaturized T-UGS motion sensor mounted as its head.]]<br />
[[File:BF3 XBOW (5).jpg|thumb|none|600px|Loading up an explosive bolt.]]<br />
<br />
==Heckler & Koch HK53==<br />
The [[HK53]] is included in the ''Back to Karkand'' expansion pack as the G53. It was listed in game under its original "HK53" name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.<br />
[[File:H&KHK53-1.jpg|thumb|none|400px|Heckler & Koch HK53 - 5.56x45mm]]<br />
[[File:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version.]]<br />
[[File:Rrt877 hk53.jpg|thumb|none|601px|Out in the Russian deployment zone on Gulf of Oman with the HK53.]]<br />
[[File:BF3 HK53 (2).jpg|thumb|none|600px|Compared to the other HK weapons, its rear sight appears to be set to the 200m setting, with the full peep.]]<br />
[[File:BF3 HK53 (3).jpg|thumb|none|600px|Empty reloads are performed in typical HK fashion.]]<br />
[[File:Rrt877 hk53 reloading.jpg|thumb|none|601px|Lining in a new magazine.]]<br />
[[File:BF3 HK53 (5).jpg|thumb|none|600px|And smacking the bolt forward.]]<br />
<br />
==L85A2==<br />
The [[L85A2]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 as a stand-in for the L123A2, or the M26 MASS.<br />
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]<br />
[[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customization screen.]]<br />
[[file:bf3 l85 idle.jpg|thumb|none|601px|Securing the Veteran's Retreat with an unmodified L85A2. Note the dovetail mount that the rear sight/carry handle is mounted to, which gains a strip of Picatinny when other sights are equipped.]]<br />
[[File:BF3 L85A2 (2).jpg|thumb|none|600px|The L85's tall, somewhat narrow sights.]]<br />
[[File:BF3 L85A2 (3).jpg|thumb|none|600px|Pulling out the STANAG at the start of a reload.]]<br />
[[file:bf3 l85 reload.jpg|thumb|none|601px|The magazine also clips slightly out of the magwell. Bullets are modeled inside on tactical reloads, but not when the magazine is empty.]]<br />
[[file:bf3 l85 bolt.jpg|thumb|none|601px|Clapping the top of the L85A2 to rechamber it - the bolt release is actually lower, and the comma charging handle always appears to be forward during the empty reload. The user's fingers are also phasing through the carry handle.]]<br />
<br />
==Magpul PDR==<br />
The [[Magpul PDR]], a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the "PDW-R" (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.<br />
[[File:MagpulPDR.jpg|thumb|400px|none|Magpul PDR - 5.56x45mm NATO]]<br />
[[Image:BF3-PDR-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's "walking into a fire" plan.]]<br />
[[File:BF3 PDR (0).jpg|thumb|none|600px|The Magpul PDR in multiplayer, on the "Operation 925" level.]]<br />
[[File:BF3 PDR (0.5).jpg|thumb|none|600px|Using the F2000-esque iron sights.]]<br />
[[File:BF3 PDR (1).jpg|thumb|none|601px|The PDR's reload begins with thumbing out the magazine.]]<br />
[[File:BF3 PDR (4).jpg|thumb|none|600px|Holding up an old straight Magpul 20-rounder.]]<br />
[[File:BF3 PDR (2).jpg|thumb|none|601px|Yanking the charging handle.]]<br />
<br />
==QBZ-95B==<br />
The [[QBZ-95B]] is included in the ''Back to Karkand'' expansion pack, and, as a carbine, can be used by the Engineer kit.<br />
[[File:Qbz-95carb s.jpg|thumb|none|400px|Norinco QBZ-95B - 5.8x42mm]]<br />
[[File:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customize menu. The 5.45mm cartridge detail was fixed to 5.8x42mm in an update.]]<br />
[[File:QBZ-95BF3.jpg|thumb|none|601px|A Russian Engineer with the QBZ-95B compact carbine.]]<br />
[[File:BF3 QBZ-95B (2).jpg|thumb|none|600px|Iron sights of the QBZ.]]<br />
[[File:BF3 QBZ-95B (3).jpg|thumb|none|600px|Firing shows the charging handle reciprocating and a spent cartridge can be seen ejecting out.]]<br />
[[File:QBZ-95RELOADBF3.jpg|thumb|none|601px|It reloads in a tacticool style, where a fresh mag is grabbed first and pressed against the spent one.]]<br />
[[File:BF3 QBZ-95B (5).jpg|thumb|none|600px|Loading in the new magazine.]]<br />
[[File:BF3 QBZ-95B (6).jpg|thumb|none|600px|And charging the QBZ-95B.]]<br />
<br />
==SIG SG 553==<br />
The [[SIG SG 553]] appears in ''Battlefield 3'' with a railed handguard. The in-game model has the markings and serial number of a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), suggesting that the model is referenced after said gun, though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in "Comrades", where a police officer exiting the van has one, and the other one being found by the player after the train crashes in "The Great Destroyer".<br />
[[File:SIG SG 553-1 SP.jpg|none|thumb|400px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]<br />
[[File:BF3-SG553-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a SIG SG 553 during the mission "Comrades" as he fights his way through a French police cordon.]]<br />
[[File:BF3 SG553 (1).jpg|thumb|none|600px|A SIG SG 553 carbine out in the snowy Alborz Mountains.]]<br />
[[File:BF3 SG553 (2).jpg|thumb|none|600px|The rear notch that SIG sight drums usually have is missing here, so the front post is just aligned with the open slot's edges.]]<br />
[[File:BF3 SG553 (3).jpg|thumb|none|600px|The SG553 being reloaded. Note the serial numbers being identical to the reference image above.]]<br />
[[File:BF3 SG553 Reload.jpg|thumb|none|601px|Giving the bolt catch a SIG-slap. This shouldn't really work as the bolt release needs to be pushed upwards instead of being pressed like a button.]]<br />
<br />
==Remington ACR==<br />
The [[Remington ACR]] joins the arsenal of ''Battlefield 3'' as part of the ''Close Quarters'' expansion pack and was first seen in the "Ziba Tower" gameplay video. It is named "ACW-R" (likely meaning 'Adaptive Combat Weapon - Rifle') much like the "PDW-R". It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the "ACW-R" in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail.<br />
[[File:Bushmasteracrentry.jpg|thumb|none|450px|Remington ACR - 5.56x45mm NATO]]<br />
[[file:bf3 acr idle.jpg|thumb|601px|none|An "ACW-R" in a Ziba Tower hallway, under some dramatic lighting.]]<br />
[[File:BF3 ACR (2).jpg|thumb|none|600px|A view of the Troy iron sights, facing the other way to give a good view of the textures.]]<br />
[[file:bf3 acr reload 1.jpg|thumb|601px|none|The ACR's non empty reload.]]<br />
[[file:bf3 acr reload 2.jpg|thumb|601px|none|Reloading the PMag from empty.]]<br />
[[file:bf3 acr bolt.jpg|thumb|601px|none|Pressing the bolt release to chamber a new round. A more efficient method would be to use your trigger finger, as the bolt release is ambidextrous. This was most likely done so the player can see the bolt being released.]]<br />
[[File:RussianguywithACR.jpg|thumb|none|500px|A Russian Engineer fires his "ACW-R," note the 14.5" barrel and the correct AAC Blackout flash hider.]]<br />
<br />
==Steyr AUG A3-CQC==<br />
The [[Steyr AUG A3-CQC]] was added in the ''Close Quarters'' expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the "Ziba Tower" gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the "Shepard" assignment which involves 10 squad revives and 30 kills with assault rifles.<br />
[[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]<br />
[[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]]<br />
[[file:bf3 aug idle.jpg|thumb|601px|none|Inside the Donya Fortress courtyard with the AUG A3-CQC.]]<br />
[[file:bf3 aug iron.jpg|thumb|601px|none|The AUG A3's iron sights.]]<br />
[[file:bf3 aug reload.jpg|thumb|601px|none|Reloading the waffle magazine.]]<br />
[[file:BF3 AUG A3 (4).jpg|thumb|601px|none|Pressing the bolt release.]]<br />
<br />
==IMI MTAR-21==<br />
The [[IMI MTAR-21]] is a carbine added in the ''Close Quarters'' expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.<br />
[[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]<br />
[[file:bf3 mtar idle.jpg|thumb|none|601px|The IMI MTAR-21 in the lobby of the 925 building.]]<br />
[[File:BF3 MTAR-21 (2).jpg|thumb|none|600px|It uses the flattop's built in front sight and a MaTech rear sight. The right side rail is just visible, used to mount the taclight or laser.]]<br />
[[file:bf3 mtar reload1.jpg|thumb|none|601px|The MTAR-21's standard reload is performed with the carbine held to the right, similar to the other bullpups.]]<br />
[[file:bf3 mtar reload2.jpg|thumb|none|601px|However, the magazine change is done differently when empty. The charging handle is shown in the rear position with the bolt locked back - though the real MTAR's charging handle is non-reciprocating, it can fall back onto the locked bolt if held upwards like this.]]<br />
[[file:bf3 mtar bolt.jpg|thumb|none|601px|Pressing the bolt release, which sends the bolt and charging handle forward.]]<br />
<br />
==Dog Tag Weapons==<br />
===M16A1===<br />
The Dog Tag awarded for 500 kills with the M320/GP-30 shows an [[M203]] mounted to an [[M16A1]], complete with the heatshield handguard.<br />
<br />
===M16A2===<br />
The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an [[M16A2]] instead.<br />
<br />
===FAMAS===<br />
A [[FAMAS]] (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.<br />
<br />
===FN F2000===<br />
The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.<br />
[[Image:Bf3 dogtag fn f2000 GL-1.jpg|thumb|none|400px|FN F2000 + FN GL-1. 100 kill.]]<br />
<br />
===FN Mk 16 Mod 0 (SCAR-L)===<br />
100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the ''Close Quarters'' DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.<br />
[[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|400px]]<br />
<br />
===Heckler & Koch HK416===<br />
[[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler & Koch HK416 + M203. 100 kill.]]<br />
[[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler & Koch HK416. 500 kill.]]<br />
{{Clear}}<br />
===SIG SG 553===<br />
[[Image:Bf3 dogtag sg 553.jpg|thumb|none|400px|SIG SG 553. 100 kill.]]<br />
<br />
=Machine Guns=<br />
==Heckler & Koch M27 IAR==<br />
The [[Heckler & Koch M27 IAR]] is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct 16" barrel for the version is shown, the handguard simply covering less of it (though the original short gas system and front sight are retained).<br />
[[File:H&K M27 IAR.jpg|thumb|none|450px|Heckler & Koch M27 IAR - 5.56x45mm NATO]]<br />
[[File:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission "Kaffarov."]]<br />
[[File:Rrt877 iar.jpg|thumb|none|601px|A Marine patrols Karkand with the M27 IAR. The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.]]<br />
[[File:BF3 M27 IAR (2).jpg|thumb|none|600px|Interestingly, the front sight post appears to be a bit higher when aiming with the M27's iron sights compared to the standard HK416 carbine.]]<br />
[[File:BF3 M27 IAR (3).jpg|thumb|none|600px|It reloads in the same manner as well.]]<br />
[[File:BF3 M27 IAR (4).jpg|thumb|none|600px|Palming the bolt catch.]]<br />
[[File:BF3 M27 IAR (5).jpg|thumb|none|600px|Right side of the M27 while deployed and firing; the dust cover remains shut.]]<br />
<br />
==LSAT Light Machine Gun==<br />
The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to ''Battlefield 3'' through the ''Close Quarters'' expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the "Point Blank" assignment, which involves 10 kills with C4 and 10 knife takedowns.<br />
[[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]]<br />
[[Image:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle]]<br />
[[Image:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]]<br />
[[Image:bf3 lsat reload1.jpg|thumb|none|600px|Pulling the charging handle to empty the chamber]]<br />
[[Image:bf3 lsat reload2.jpg|thumb|none|600px|Removing the ammo box]]<br />
[[Image:bf3 lsat reload3.jpg|thumb|none|600px|Feeding the ammo belt into the chamber]]<br />
<br />
==M240B==<br />
The [[M240B]] appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The weapon features a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.<br />
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO]]<br />
[[File:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]]<br />
[[File:BF3 M240B.jpg|thumb|none|601px|Hoisting up a M240B at the Oman construction site.]]<br />
[[File:BF3 M240 (1).jpg|thumb|none|601px|Inspecting discarded MRE boxes with the M240B. The ammo box is fictional; it would block the ejection port in real life, and couldn't possibly be attached at all in reality because the M240B lacks the necessary parts to attach an ammo box on its bottom. The weapon is correctly shown only ejecting links to the right side, though.]]<br />
[[File:BF3 M240 (2).jpg|thumb|none|601px|Setting the M240 up top.]]<br />
[[File:BF3 M240 (3).jpg|thumb|none|601px|The view down the MG's iron sights.]]<br />
[[File:BF3 M240B (4).jpg|thumb|none|600px|Reloads start with a running of the charging handle.]]<br />
[[File:BF3 M240B (5).jpg|thumb|none|600px|Placing the belt into the feed tray.]]<br />
[[File:BF3 M240B (6).jpg|thumb|none|600px|Giving the top cover a smack to close it shut.]]<br />
<br />
==M249==<br />
An [[M249]] is featured in the game, identified by its STANAG magazine well. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0. This configuration is typical of Airsoft "Mk 46" guns which have Mk 46 features but retain their STANAG wells.<br />
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|450px|Mk 46 Mod 0 - 5.56x45mm]]<br />
[[Image:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]]<br />
[[Image:BF3-SAW-1.jpg|thumb|none|600px|Blackburn sets up the bipod of his SAW.]]<br />
[[File:BF3 M249 (1).jpg|thumb|none|600px|Equipping the M249 in Multiplayer, in the central Karkand area.]]<br />
[[File:BF3 M249 (2).jpg|thumb|none|600px|The vanilla M249 in idle. The Marine here is probably wondering why it has a green temperate camo despite being in a desert city.]]<br />
[[File:BF3 M249 (3).jpg|thumb|none|600px|The SAW's iron sights.]]<br />
[[File:BF3 M249 (4).jpg|thumb|none|600px|Operating the charging handle at the start of a reload.]]<br />
[[File:BF3 M249 (5).jpg|thumb|none|600px|Popping open the M249's action.]]<br />
[[File:BF3 M249 (6).jpg|thumb|none|600px|Reloading the cloth belt box.]]<br />
[[File:BF3 M249 (7).jpg|thumb|none|600px|The right side of the deployed SAW, showing it has a KAC cover on the right rail.]]<br />
<br />
==M60E4==<br />
The [[M60E4]] is the last MG to be unlocked in the Support kit. <br />
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]<br />
[[File:BF3-M60-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.]]<br />
[[File:BF3 M60E4 (1).jpg|thumb|none|600px|A Marine stands next to a modernized Huey with his modernized M60, wondering if history tends to parallel itself.]]<br />
[[File:BF3 M60E4 (2).jpg|thumb|none|600px|Aiming the M60E4, the front sight is just a bit high.]]<br />
[[File:BF3 M60E4 (3).jpg|thumb|none|600px|Operating the charging handle at the start of a reload.]]<br />
[[File:BF3 M60E4 (4).jpg|thumb|none|600px|The top cover open...]]<br />
[[File:BF3 M60E4 (5).jpg|thumb|none|600px|...and reloading the belt box.]]<br />
[[File:BF3 M60E4 (6).jpg|thumb|none|600px|Setting the M60E4 upon some sandbags. The carry handle is visible here, unlike the other belt-fed machine guns, the M60 lacks the distinct draw animation.]]<br />
<br />
==QJB-95==<br />
The [[Norinco QBZ-95|QJB-95]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs. QJB-95 is called "QBB-95" in the game, which is a common mistake.<br />
[[Image:QBB95ds.jpg|thumb|none|450px|QJB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]]<br />
[[Image:BF3-QBB95-1.jpg|thumb|none|600px|QJB-95 on the customize menu. As with the other Karkand weapons, the caliber was corrected in an update.]]<br />
[[file:bf3 qbb95 idle.jpg|thumb|none|601px|Overlooking a fountain with the QJB-95.]]<br />
[[File:BF3 QJB-95 (2).jpg|thumb|none|600px|Aiming the QJB-95.]]<br />
[[file:bf3 qbb95 reload.jpg|thumb|none|601px|Reloading a fresh drum magazine into the QJB-95. The carry handle somewhat resembles the QJB-95-1 variant.]]<br />
[[file:bf3 qbb95 charge.jpg|thumb|none|601px|Pulling the charging handle.]]<br />
[[File:BF3 QJB-95 (5).jpg|thumb|none|600px|Right side of the QJB deployed on its bipod.]]<br />
<br />
==QJY-88==<br />
The [[Norinco QJY-88]] returns from ''Bad Company 2'', once again called the "Type 88". This isn't wrong per se (the weapon is named "Type 88 GPMG" in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper "QB" designations.<br />
[[Image:Type88gpmg2.jpg|thumb|450px|none|Norinco QJY-88 - 5.8x42mm]]<br />
[[File:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]]<br />
[[File:BF3 QJY-88 (1).jpg|thumb|none|600px|Drawing the QJY-88 out on a firebase on the vast Bandar Desert.]]<br />
[[File:BF3QJY-88.jpg|thumb|none|601px|The QJY-88 idle at the hip.]]<br />
[[File:BF3 QJY-88 (3).jpg|thumb|none|600px|Deploying the MG upon the Hesco barricade.]]<br />
[[File:BF3 QJY-88 (4).jpg|thumb|none|600px|The QJY's iron sights. The rear sight is affixed to a rail, which is used to mount optics.]]<br />
[[File:BF3 QJY-88 (5).jpg|thumb|none|600px|The bolt is pulled back at the start of reloads.]]<br />
[[File:Bf3QJY-88reload.jpg|thumb|none|601px|Removing a used, though not empty belt box.]]<br />
[[File:BF3 QJY-88 (7).jpg|thumb|none|600px|And about to latch in a new one, followed by setting in the 5.8mm belt and closing the top cover.]]<br />
<br />
==PKP Pecheneg==<br />
The [[PKP Pecheneg]] appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.<br />
[[File:Pecheneg.jpg|thumb|450px|none|PKP Pecheneg machine gun with ammo box - 7.62x54mmR]]<br />
[[File:BF3-PKP-1.jpg|thumb|none|600px|Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in "Operation Guillotine."]]<br />
[[File:BF3-PKP-2.jpg|thumb|none|600px|Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors. Note that the non-disintegrating belt of the PKP has been portrayed as a disintegrating belt.]]<br />
[[File:BF3 PKP (1).jpg|thumb|none|600px|Eqiupping the PKP involves dragging it onscreen with the right arm around the distinct Pecheneg carry handle/heat shield. So much of the Russian gunner's right arm is extended out that his armpit is absent at the bottom right here.]]<br />
[[File:BF3 PKP (2).jpg|thumb|none|600px|The PKP, shouldered.]]<br />
[[File:BF3 PKP (3).jpg|thumb|none|600px|Iron sights.]]<br />
[[File:BF3 PKP (4).jpg|thumb|none|600px|Pulling the bolt back at the start of a reload.]]<br />
[[File:BF3 PKP (5).jpg|thumb|none|600px|Popping open the top cover.]]<br />
[[File:BF3 PKP (6).jpg|thumb|none|600px|Reloading the 100-round belt box.]]<br />
[[File:BF3 PKP (7).jpg|thumb|none|600px|Deploying the PKP's bipod - it uses the PKM style of bipod; the Pecheneg's bipod is affixed to the front sight as seen in the reference image.]]<br />
<br />
==RPK==<br />
The [[RPK light machine gun]] is the starting weapon for the Russian Support class. It is referred to in game as an "[[RPK light machine gun#RPK-74|RPK-74M]]", a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.<br />
<br />
[[File:RPK lmg.jpg|thumb|none|450px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]<br />
[[File:rpk74m.jpg|thumb|none|450px|An actual RPK-74M with 45-round box magazine for comparison - 5.45x39mm]]<br />
[[File:BF3-RPK-1.jpg|thumb|none|600px|Blackburn holds an RPK equipped with a Kobra reflex sight during "Uprising."]]<br />
[[File:BF3-RPK-2.jpg|thumb|none|600px|Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.]]<br />
[[File:BF3-RPK-3.jpg|thumb|none|600px|Reloading an RPK fitted with a janky Harris bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.]]<br />
[[File:BF3 RPK (1).jpg|thumb|none|600px|Observing an oil pipeline at Kharg Island with the RPK.]]<br />
[[File:BF3 RPK (2).jpg|thumb|none|600px|The RPK's sights, though they lack the windage adjustment knob.]]<br />
[[File:BF3 RPK (3).jpg|thumb|none|600px|Pulling out the extended metal AK magazine.]]<br />
[[File:BF3 RPK (4).jpg|thumb|none|600px|A good view of modeled cartridges are visible while loading in the new mag.]]<br />
[[File:BF3 RPK (5).jpg|thumb|none|600px|Charging the RPK underhanded style.]]<br />
<br />
==L86A1==<br />
The [[Enfield L86A1]] is a weapon added as a part of the ''Close Quarters'' DLC. In game it's named the "L86A2" and features a 45+1 magazine, despite being modelled with a 30 round one. Like in [[Call of Duty: Modern Warfare 2]] its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.<br />
[[File:SA80-L86A1.jpg|thumb|none|450px|Enfield L86A1 - 5.56x45mm NATO]]<br />
[[file:bf3 l86a2 idle.jpg|thumb|601px|none|The "L86A2" idle. Unlike the L85A2, the dovetail mount is used for all sights.]]<br />
[[File:BF3 L86A1 (2).jpg|thumb|none|600px|Aiming with the same sights as the L85A2.]]<br />
[[file:bf3 l86a2 reload.jpg|thumb|601px|none|Reloading - the magazine lacks a modeled interior, and the tile can be seen through it.]]<br />
[[File:bf3 l86a2 bolt.jpg|thumb|601px|none|Slapping the bolt release to chamber a new round]]<br />
[[File:BF3 L86A1 (5).jpg|thumb|none|600px|Right side of the L86 while deployed, showing that it is an A1 variant.]]<br />
<br />
==Dog Tag Weapons==<br />
===MG36===<br />
Despite the fact that BF3's "MG36" is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting 500 kills with it.<br />
<br />
=Sniper Rifles=<br />
Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.<br />
<br />
==Accuracy International AWM-F==<br />
The [[Accuracy International AWM|Accuracy International AWM-F]] is included in the ''Back to Karkand'' expansion pack as the "L96" (the British designation of the Accuracy International Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. At any rate, the game treats it like an L96; its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua, and it has the former's 10-round capacity instead of the latter's 5. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. <br />
[[File:Accuracy International AWM.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Winchester Magnum]]<br />
[[File:AI AW G22.jpg|thumb|400px|none|G22 (AWM-F) - .300 Winchester Magnum]]<br />
[[File:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customise menu.]]<br />
[[File:bf3 l96 idle.jpg|thumb|none|600px|The "L96" idle with iron sights. The front sight is from the G22, and is not removed when a scope is mounted. Originally, the full set of the ''BF3'''s standard F2000-esque RIS sights was used on the top rail, with a comically short sight radius. The RIS front sight was removed in an update, but this didn't account for the G22's front sight, and shot placement was off. A further patch corrected the iron sights to work as intended.]]<br />
[[File:BF3 AWM (2).jpg|thumb|none|600px|Aiming, with the G22 style front sight in correct use.]]<br />
[[File:BF3 AWM (3).jpg|thumb|none|600px|Working the AW's action after firing a shot; note that the entire bolt incorrectly rotates (as opposed to just the bolt handle and the main bolt body). This does at least give a good view of the safety, which is correctly off.]]<br />
[[File:BF3 AWM (4).jpg|thumb|none|600px|Depolying a kitted out AWM-F atop the Oman Hotel.]]<br />
[[File:BF3 AWM (5).jpg|thumb|none|600px|The AWM as idle on the bipod. The image through the scope lacks magnification until it is actually aimed through...]]<br />
[[File:bf3 l96 reload 1.jpg|thumb|none|600px|...as seen here.]]<br />
[[File:bf3 l96 reload 2.jpg|thumb|none|600px|Reloading the AWM.]]<br />
[[File:bf3 l96 reload 3.jpg|thumb|none|600px|Chambering the rifle. Here, the issues with the back end of the bolt rotating are apparent - the corner visibly (if subtly) clips through the receiver.]]<br />
<br />
==Barrett M98B==<br />
The [[Barrett M98B|M98B]] is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.<br />
[[File:Barrett M98B.jpg|thumb|none|500px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]<br />
[[File:BF3-98B-1.jpg|thumb|none|601px|Looking at the coastal construction site with the Barret M98B on Bandar Desert.]]<br />
[[File:BF3-98B-2.jpg|thumb|none|601px|Working the 98B's action, with a spent cartridge just visible past the scope.]]<br />
[[File:BF3-98B-3.jpg|thumb|none|601px|Removing the magazine...]]<br />
[[File:BF3-98B-4.jpg|thumb|none|601px|...and loading in a new one.]]<br />
<br />
==Barrett M107==<br />
The [[Barrett M107]] appears in the game, but it is exclusive to the singleplayer; it's absence in BF3's multiplayer could be chalked up to difficulty with balancing the weapon properly. The M107 with an AN/PAS-13D thermal scope only appears in the singleplayer level "Kaffarov", where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to.<br />
[[File:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]]<br />
[[File:BF3-Barrett-1.jpg|thumb|none|600px|In the room ''before'' Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.]]<br />
[[File:BF3-Barrett-2.jpg|thumb|none|600px|On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine very badly wanting to be the pistol grip.]]<br />
[[File:BF3-SV98-1.jpg|thumb|none|600px|"Thank you, I had no idea why I was carrying that."]]<br />
[[File:BF3 M107 Idle.jpg|thumb|none|600px|The M107 in idle.]]<br />
[[File:BF3 M107 MidReload 1.jpg|thumb|none|600px|Swapping magazines during a reload]]<br />
[[File:BF3 M107 MidReload 2.jpg|thumb|none|600px|About to rock in a new one.]]<br />
[[File:BF3 M107 MidReload 3.jpg|thumb|none|600px|Working the M107's action.]]<br />
[[File:Bf3 barrett m107 world.jpg|thumb|none|600px|World model of the M107.]]<br />
<br />
==Knight's Armament SR-25/Mk 11 Mod 0==<br />
The [[Knight's Armament SR-25]] appears in BF3 under the name Mk 11 Mod 0, its US Navy designation. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.<br />
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]<br />
[[File:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission "Operation Swordbreaker".]]<br />
[[File:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission "Night Shift".]]<br />
[[File:BF3-Mk 11-1.jpg|thumb|none|601px|A Marine sniper stands out on the high part of Damavand Peak with a basic Mk 11.]]<br />
[[File:BF3-Mk 11-2.jpg|thumb|none|601px|The Mk 11's ADS with the strange BUIS.]]<br />
[[File:BF3-Mk 11-3.jpg|thumb|none|601px|After kitting out his rifle and hunting nothing, he reloads his rifle...]]<br />
[[File:BF3 Mk 11 (4).jpg|thumb|none|600px|...and hits the bolt-release. Note that the fire-selector is set to safe.]]<br />
[[File:Bf3 mk11 mod 0 world.jpg|thumb|none|601px|Icon and world model for the Mk 11 Mod 0.]]<br />
<br />
==M14 (in Sage chassis)==<br />
An [[M14]] in a Sage chassis appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the [[M39 Enhanced Marksman Rifle|M39 EMR]]. It is unlocked when the player receives 58,000 Co-Op Score.<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]<br />
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]]<br />
[[File:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]]<br />
[[File:BF3 M39 EMR (1).jpg|thumb|none|600px|A US Marine Recon overlooks the Sharqi construction site with a default "M39 EMR."]]<br />
[[File:BF3 M39 EMR (2).jpg|thumb|none|600px|It has a rather thin rear sight, with two illumination dots.]]<br />
[[File:Rrt877 ebr reloading.jpg|thumb|none|601px|The M14's reload.]]<br />
[[File:BF3 M39 EMR (4).jpg|thumb|none|600px|Letting go of the charging handle at the end of an empty reload.]]<br />
<br />
==MKEK JNG-90==<br />
The [[MKEK JNG-90]] was included for the Recon class in the ''Close Quarters'' expansion pack. To acquire it, the player would have to complete an assignment.<br />
[[File:JNG-90.jpg|thumb|none|450px|MKEK JNG-90 - 7.62x51mm NATO]]<br />
[[File:bf3 jng idle.jpg|thumb|none|601px|The MKEK JNG-90 fitted with an AN/PAS-13D scope.]]<br />
[[File:BF3 JNG-90 (2).jpg|thumb|none|600px|Cycling the JNG - a spent casing is absent.]]<br />
[[File:bf3 jng reload1.jpg|thumb|none|601px|Pulling back the bolt]]<br />
[[File:bf3 jng reload2.jpg|thumb|none|601px|Inserting the tiny, flat new magazine]]<br />
[[File:bf3 jng reload3.jpg|thumb|none|601px|Pushing the bolt back into place. The JNG-90 seems to use the same reload animation as the L96.]]<br />
<br />
==Norinco NDM-86==<br />
The .308 variant of the [[Norinco NDM-86]] returns from ''[[Battlefield Play4Free]]'', once again appearing as the ''[[SVD]]''. It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.<br />
[[File:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]]<br />
[[File:BF3 NorincoNDM Multi.jpg|thumb|none|601px|A NDM-86 with iron sights on Operation Firestorm.]]<br />
[[File:BF3 SVD (1).jpg|thumb|none|601px|Iron sights of the NDM-86, which have a rather wide rear notch and illuminated bits.]]<br />
[[File:BF3 SVD (2).jpg|thumb|none|601px|Rocking in a magazine. Note that it is straight, indicating that this is a .308 NDM-86 and not a genuine SVD.]]<br />
[[File:BF3 SVD (3).jpg|thumb|none|601px|Releasing the bolt (it properly locks back upon empty).]]<br />
[[File:BF3 SVD (4).jpg|thumb|none|601px|The SVD with a PSO-1 scope.]]<br />
[[File:BF3 SVD (5).jpg|thumb|none|600px|The PSO's scope reticle.]]<br />
<br />
==Norinco QBU-88==<br />
The [[Norinco QBU-88]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Recon kit.<br />
[[File:Qbu-88-0.jpg|thumb|none|450px|Norinco QBU-88 - 5.8x42mm]]<br />
[[File:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customization screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]]<br />
[[File:Bf3 Qbu 88 idle.jpg|thumb|none|601px|A Russian soldier secures the Karkand shipping containers with his iron-sighted and bipod-ed QBU-88. It has a spotted camouflage finish.]]<br />
[[File:BF3 QBU-88 (2).jpg|thumb|none|600px|View through the QBU's rather obtrusive sights.]]<br />
[[File:bf3 qbu 88 reload.jpg|thumb|none|601px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, as seen here.]]<br />
[[File:BF3 QBU-88 (4).jpg|thumb|none|600px|Loading in the new short magazine.]]<br />
[[File:bf3 qbu 88 bolt.jpg|thumb|none|601px|Charging the QBU.]]<br />
[[File:BF3 QBU-88 (6).jpg|thumb|none|600px|Right side of a deployed QBU-88.]]<br />
<br />
==Remington M40A5==<br />
The [[M40A5|Remington M40A5]] is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.<br />
[[File:M40A5.jpg|thumb|none|450px|Remington M40A5 with Harris bipod - 7.62x51mm NATO]]<br />
[[File:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission "Night Shift."]]<br />
[[File:BF3 M40A5 (1).jpg|thumb|none|600px|A vanilla M40A5 in Multiplayer, with the game's standard set of BUIS.]]<br />
[[File:BF3 M40A5 (2).jpg|thumb|none|600px|Working the bolt after shooting at nothing in particular.]]<br />
[[File:BF3 M40A5 (3).jpg|thumb|none|600px|The M40 now set up with a proper scope and bipod, out on the snowy hillside.]]<br />
[[File:BF3 M40A5 (4).jpg|thumb|none|600px|The view through the 6x scope.]]<br />
[[File:BF3 M40A5 (5).jpg|thumb|none|600px|Reloading the M40A5 - the standard reload is performed with the left hand.]]<br />
[[File:BF3 M40A5 (6).jpg|thumb|none|600px|However, from empty, the sniper uses his right hand.]]<br />
[[File:BF3 M40A5 (7).jpg|thumb|none|600px|Chambering the bolt.]]<br />
<br />
==SV-98==<br />
The [[SV-98]] returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.<br />
[[File:SV98.jpg|thumb|none|450px|SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR]]<br />
[[File:BF3-SV98-1.jpg|thumb|none|600px|During an extremely confusing QTE, an enemy sniper holds an SV-98.]]<br />
[[File:BF3 SV98.jpg|thumb|none|601px|A barebones SV-98 out on Kaisar Railroad.]]<br />
[[File:BF3 SV-98 (2).jpg|thumb|none|600px|The SV-98's iron sights.]]<br />
[[File:BF3 SV-98 (3).jpg|thumb|none|600px|It has a somewhat dramatic bolt cycling animation. A spent steel cartridge is visible just behind the right hand.]]<br />
[[File:BF3 SV-98 (4).jpg|thumb|none|600px|And now equipped with the PKS-07 scope and a bipod.]]<br />
[[File:BF3 SV-98 (5).jpg|thumb|none|600px|The PKS-07's scope reticle against the sky.]]<br />
[[File:BF3SV98reload.jpg|thumb|none|601px|Reloading the sniper rifle.]]<br />
<br />
==Zastava M59/66==<br />
The Yugoslavian [[Zastava M59/66|M59/66]] variant of the [[SKS]] appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.<br />
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]<br />
[[File:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customise menu.]]<br />
[[File:BF3 SKS.jpg|thumb|none|600px|The player character in multiplayer holds an M59/66 SKS as he ponders if there might be a tank nearby.]]<br />
[[File:BF3 SKS (1).jpg|thumb|none|601px|Out in the Kaisar woods with the Tapco M59/66.]]<br />
[[File:BF3 SKS (2).jpg|thumb|none|601px|The iron sights have a red illuminated front post and marking on the rear.]]<br />
[[File:BF3 SKS (3).jpg|thumb|none|601px|Reloading the Tapco magazine while empty. While the game allows for non-empty reloads with the bolt forward, it has to be held back in order to remove Tapco magazines, and cannot really +1 in the chamber.]]<br />
[[File:BF3 SKS (4).jpg|thumb|none|600px|As with the SVD, the character over-hands the charging handle to rechamber the SKS.]]<br />
<br />
=Launchers=<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin|Javelin]] appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during "Operation Guillotine;" here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.<br />
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]<br />
[[Image:BF3-Javelin-1.jpg|thumb|none|600px|Harassed by tanks during "Operation Guillotine," Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.]]<br />
[[Image:BF3-Javelin-2.jpg|thumb|none|600px|Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.]]<br />
[[File:BF3 Javelin (1).jpg|thumb|none|600px|A USMC Javelin operator prepares to dish out some disproportionate retribution on some tumbleweeds for giving him allergies.]]<br />
[[File:BF3 Javelin (2).jpg|thumb|none|600px|The CLU's sights as drawn on a T-90 instead.]]<br />
[[File:BF3 Javelin (3).jpg|thumb|none|600px|The Direct Attack light lit up, as seen with the HUD enabled.]]<br />
<br />
==GP-30==<br />
If the M320 is mounted to a Russian weapon (namely the AEK-971, AK-74M, and AN-94) through the Underslung Rail attachment, it instead becomes a [[GP-30]]. It is correctly depicted firing VOG-25 caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters.<br />
[[File:GP-30.jpg|thumb|none|350px|GP-30 - 40mm]]<br />
[[File:GP-30BF3.jpg|thumb|none|601px|The GP-30 mounted on the AK-74.]]<br />
[[File:BF3 GP-30 (2).jpg|thumb|none|600px|The GP-30 in use. Underbarrel launchers lack any sights to flick open, compared to the prior games.]]<br />
[[File:BF3 GP-30 (3).jpg|thumb|none|600px|And as such, aiming is done by zooming in on the crosshair, if it was present with the HUD.]]<br />
[[File:BF3 GP-30 (4).jpg|thumb|none|600px|Reloading a correctly modeled VOG round after its predecessor does some rather impressive damage on the homestead.]]<br />
<br />
==Heckler & Koch M320==<br />
The [[Heckler & Koch M320]] is the standard grenade launcher of ''Battlefield 3''. The M320 can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone. It can fire standard HE, buckshot, or smoke rounds. ''Close Quarters'' DLC added a "LVG" round for the M320; the name stands for "Low-velocity grenade" (and it does fly slower than the other grenade variants), but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls.<br />
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler & Koch M320 with optional telescoping stock - 40x46mm]]<br />
[[Image:BF3-M320-1.jpg|thumb|none|600px|Blackburn holds a standalone M320 at the start of "Operation Guillotine." This appears to be randomly dropped by US infantry in this area.]]<br />
[[Image:BF3-M320-2.jpg|thumb|none|600px|As usual for an FPS protagonist, Blackburn is of the "pick a random notch and use it like a regular iron sight" school of leaf sight use.]]<br />
[[Image:BF3-M320-3.jpg|thumb|none|600px|Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.]]<br />
[[Image:BF3-M320-4.jpg|thumb|none|600px|Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the "spent" round; there appears to only be one grenade round model, so the fired round is shown unfired.]]<br />
<br />
==M224 Mortar==<br />
At the start of "Operation Guillotine," Blackburn is tasked with briefly carrying an [[M224 Mortar]] as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it impossible to actually fire.<br />
[[File:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]<br />
[[File:BF3 M224 (1).jpg|thumb|none|600px|Blackburn hands off an illumination round to Campo after setting up the M224.]]<br />
[[File:BF3 M224 (2).jpg|thumb|none|600px|And Campo drops in the warhead.]]<br />
[[File:BF3-M224-1.jpg|thumb|none|601px|Watching Montes and Campo fire more rounds after setting up the mortar.]]<br />
<br />
==Mk 153 SMAW==<br />
The [[Mk 153 SMAW]] appears as the American Engineer's unguided rocket launcher.<br />
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]<br />
[[File:BF3 SMAW.jpg|thumb|none|601px|Looking upon a guard tower with the MK 153 SMAW at the Kharg beachhead.]]<br />
[[File:BF3 SMAW (2).jpg|thumb|none|600px|Using the SMAW's sights.]]<br />
[[File:BF3 SMAW (3).jpg|thumb|none|600px|Reloading after turning the tower into something more of an unglorified platform.]]<br />
<br />
==Pansarskott m/86==<br />
The Pansarskott m/86, a Swedish version of the [[M136 AT4]] with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an "RPG".<br />
[[Image:Pskott86.jpg|thumb|none|400px|Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm]]<br />
[[Image:BF3-AT4-3.jpg|thumb|none|600px|Blackburn readies a Pansarskott m/86 as the squad try to take out a sniper hidden in a hotel. Note the rear sight: the larger 7mm peephole used here is only really supposed to be used in low visibility conditions, and under the clear conditions shown, the scythe-like "leaf blade" should be rotated to bring the 2mm peephole in line with the 7mm peephole.]]<br />
[[Image:BF3-AT4-2.jpg|thumb|none|600px|The results of using it are fairly predictable. "Good effect on target!"]]<br />
[[Image:BF3-AT4-1.jpg|thumb|none|600px|Throughout the campaign, Matkovic carries a Pansarskott m/86 on his back.]]<br />
<br />
==RPG-7V2==<br />
The [[RPG-7]] is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm. <br />
<br />
The weapon's Battlelog description states that it fires "GP-7VL" rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades. <br />
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[Image:BF3-RPG7-1.jpg|thumb|none|600px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]]<br />
[[Image:Rrt877 rpg.jpg|thumb|none|601px|A Russian engineer resists the urge to detonate the local gas station.]]<br />
[[File:BF3 RPG-7 (2).jpg|thumb|none|600px|The iron sights are fairly identical to ''Bad Company 2: Vietnam'' and ''MoH'' 2010, other than the front sight is slightly reshaped.]]<br />
[[Image:Rrt877 rpg reloading.jpg|thumb|none|601px|Reloading PG-7V warhead - the white crates tanked the last round for the garage.]]<br />
<br />
==SA-7 Grail==<br />
The [[SA-7 Grail]] appears as the Russian Engineer's anti-air launcher, misnamed as an [[SA-18 Grouse]] (Russian: 9K38 Igla). As in the previous ''Battlefield'' games the name is given as "SA-18 Igla", using the US designation, but the Russian nickname.<br />
[[File:800px-SA-7.jpg|thumb|none|450px|SA-7 Grail launcher and missile - 72mm]]<br />
[[Image:BF3BL9K38.jpg|thumb|none|350px|Battlelog render of the SA-7.]]<br />
[[File:BF3 Grail (1).jpg|thumb|none|600px|Equipping the SA-7 involves flicking out the rear sight.]]<br />
[[File:BF3 SA18 Multi.jpg|thumb|none|601px|The SA-7 shouldered out in the Sabalan snow.]]<br />
[[File:BF3 Grail (3).jpg|thumb|none|600px|Aiming at the refinery flare as he wonders if that heat source could be locked on to.]]<br />
<br />
==Training Set Guided Missile M134==<br />
The "[[FIM-92 Stinger]]" in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has "Tracking rainer" written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission "Rock and a Hard Place." As is normal in videogames, the iron sight is depicted as a digital sight complete with lock-on target boxes.<br />
<br />
Amusingly, the "TRACKING RAINER" mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these "weapons" were proof that the United States had been supplying military aid to the Ukrainian government.<br />
<br />
[[Image:M134 Stinger.jpg|thumb|none|450px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]<br />
[[Image:Trainer-v-BCU.jpg|thumb|none|450px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]<br />
[[Image:BF3-Stinger-1.jpg|thumb|none|600px|Finding himself under attack from an Su-25 "Frogfoot" ground-attack plane, Blackburn searches the wreckage of an M1161 "Growler" ITV. Thankfully, the Stinger stunt double is apparently made of stronger stuff than the light vehicle which exploded with it inside. The weapon resting on its unfolded IFF antenna cannot be good for it. Note the training battery projecting from the bottom of the gripstock.]]<br />
[[Image:BF3-Stinger-2.jpg|thumb|none|600px|Quickly grabbing the "Stinger", Blackburn has one last look in completely the wrong direction...]]<br />
[[Image:BF3-Stinger-5.jpg|thumb|none|600px|...before sighting up the Su-25 and locking on, struggling not to go blind.]]<br />
[[Image:BF3-Stinger-3.jpg|thumb|none|600px|The Frogfoot, clearly taking the alleged Stinger extremely seriously, apparently decides to take its own life; while sometimes it will only start smoking after being hit, other times, as here, it will not even wait for the missile to hit it.]]<br />
[[Image:BF3-Stinger-4.jpg|thumb|none|600px|Blackburn holds another "Stinger" as the Frogfoot manages one last dramatic flyby. "I regret nothing!"]]<br />
<br />
==Dog Tag Weapons==<br />
===GL1===<br />
The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.<br />
<br />
===M203===<br />
The [[M203]] appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the ''Bad Company'' series.<br />
<br />
=Explosives=<br />
<br />
==M15 Anti-Tank mine==<br />
The [[M15 anti-tank mine]] can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, magnum-revolver gunfire, and sniper rounds. FRAG-12 rounds also work against them. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.<br />
<br />
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]<br />
[[File:BF3 ATMine Multi.jpg|thumb|none|601px|Drawing a mine involves twisting the arming cap.]]<br />
[[File:BF3 M15 AT (2).jpg|thumb|none|600px|A pair of M15 mines deployed. The rightward one is somewhat covered by the tire track decal floating off the terrain proper, giving it the illusion of being half-buried.]]<br />
<br />
==M18A1 Claymore==<br />
[[M18A1 Claymore]] anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation.<br />
[[Image:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]<br />
[[File:BF3 M18 Claymore (1).jpg|thumb|none|600px|Preparing to deploy a Claymore in an alley in Karkand.]]<br />
[[File:BF3 M18 Claymore (2).jpg|thumb|none|600px|Getting a look at a deployed Claymore while crawling with another, which results in some wonky perspective issues.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 hand grenade]] is the primary grenade seen in ''Battlefield 3'', used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the "FRAG" specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually "cook" the grenade's fuse.<br />
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]<br />
[[Image:BF3-M67-1.jpg|thumb|none|600px|Blackburn readies an M67 grenade.]]<br />
<br />
==M84 stun grenade==<br />
Blackburn uses an [[M84 stun grenade]] to disorient a group of PLR fighters at the bottom of an elevator shaft.<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|M84 stun grenade]]<br />
[[Image:BF3-Flashbang-1.jpg|thumb|none|601px|Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 "flashbang" grenade. In this image, the grenade isn't synced with his hand motion and is floating just next to it, though this gives a good look at the model.]]<br />
[[Image:BF3-Flashbang-2.jpg|thumb|none|601px|About to toss in the M84 in a dynamic entry. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the "in world" model for this grenade and so the safety lever is still attached.]]<br />
<br />
=Mounted Weapons=<br />
==AT-14 Spriggan==<br />
The [[AT-14 Spriggan]] appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M APC.<br />
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]<br />
[[File:BF3 Kornet (1).jpg|thumb|none|600px|The AT-14 at an intersection on Caspian Border.]]<br />
[[File:BF3 Kornet (2).jpg|thumb|none|600px|Aiming the ATGM.]]<br />
<br />
==BGM-71 TOW==<br />
The [[BGM-71 TOW]] appears in the game as an emplaced anti-tank missile launcher for the US faction.<br />
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]<br />
[[Image:Bf3 GM-71 TOW in Game 1.jpg|thumb|none|600px|The player character in multiplayer tracks down a TOW launcher.]]<br />
[[Image:Bf3 GM-71 TOW in Game 2.jpg|thumb|none|600px|Another view of the same launcher.]]<br />
<br />
==Bofors 40mm==<br />
The AC-130 gunship introduced in Armored Kill has the [[Bofors 40mm]] gun usable in the first seat.<br />
[[Image:40mm bofors.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]<br />
[[File:BF3 AC-130 (2).jpg|thumb|none|600px|The Bofors 40mm gun as seen from the M102 gunner's view.]]<br />
<br />
==Browning M2HB==<br />
The [[Browning M2HB]] heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.<br />
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]<br />
[[Image:BF3-M2-1.jpg|thumb|none|600px|At the end of "Uprising," Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]]<br />
[[Image:BF3-M2-2.jpg|thumb|none|600px|Near the end of "Thunder Run," Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.]]<br />
[[Image:BF3-M2-3.jpg|thumb|none|600px|A M2HB mounted on M1161 "Growler" ITV.]]<br />
<br />
==GAU-8/A Avenger==<br />
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.<br />
[[Image:GAU-8A.jpg|thumb|450px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]<br />
[[Image:BF3-GAU-1.jpg|thumb|none|600px|Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8/A during the mission "Going Hunting."]]<br />
[[Image:BF3-GAU-2.jpg|thumb|none|600px|Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal imaging.]]<br />
[[File:BF3 GAU-8A (1).jpg|thumb|none|600px|Closeup of the GAU-8/A on the A-10C on Operation Firestorm, Rush.]]<br />
[[File:BF3 GAU-8A (2).jpg|thumb|none|600px|The Avenger cannon on a slightly worse for wear A-10 nose section.]]<br />
<br />
==GE M134 Minigun==<br />
The [[GE M134 Minigun]] is seen mounted on AH-6 Little Birds in both single and multiplayer.<br />
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]<br />
[[Image:BF3-M134-1.jpg|thumb|none|600px|An AH-6 "Little Bird" opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.]]<br />
<br />
==General Dynamics GAU-17/A==<br />
Two [[GAU-17/A]] miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.<br />
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]<br />
[[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]]<br />
[[File:BF3 Minigun (1).jpg|thumb|none|601px|Looking at an idle Minigun.]]<br />
[[File:BF3 Minigun (2).jpg|thumb|none|601px|Operating the Venom-mounted GAU-17/A. Note the flight suit gloves.]]<br />
[[File:BF3 Minigun (3).jpg|thumb|none|600px|Firing - the casings can be seen spewing out, despite the lack of a feed source.]]<br />
<br />
==Gryazev-Shipunov GSh-30-1==<br />
The [[Gryazev-Shipunov GSh-30-1]] appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.<br />
[[Image:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]]<br />
[[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission "Going Hunting," Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as "MiGs." This error is only present in the text in this mission; they are correctly named elsewhere in the game.]]<br />
[[Image:BF3-MiG-1.jpg|thumb|none|600px|Chased by ''Shark 4-6'', one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...]]<br />
[[Image:BF3-MiG-2.jpg|thumb|none|600px|...giving Hawkins a nice look at its missile armament.]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
The [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.<br />
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
[[Image:BF3-Frogfoot-1.jpg|thumb|none|600px|A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iran and a hard place.]]<br />
[[Image:BF3-Frogfoot-2.jpg|thumb|none|600px|It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.]]<br />
[[File:BF3 GSh-30-2.jpg|thumb|none|600px|The GSh-30-2 under the Su-25TM - this variant uses a different mounting location compared to other Su-25 variants.]]<br />
<br />
==Kord==<br />
The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[Browning M2HB]] heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.<br />
[[Image:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]<br />
[[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]]<br />
[[Image:BF3-Kord-1.jpg|thumb|none|600px|He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.]]<br />
[[Image:BF3-Kord-2.jpg|thumb|none|600px|A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the commander's Kord heavy machine gun. The tank is used by the Iranian Army, presumably supposed to have been purchased at some point between the game's release in 2011 and the distant future setting of 2014 when the storyline takes place. Real-life Iran apparently did not get the memo and still does not operate the T-90.]]<br />
<br />
==M61 Vulcan==<br />
The [[M61 Vulcan]] appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.<br />
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]<br />
[[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]]<br />
[[Image:C-RAM_3.JPG|thumb|none|400px|Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm]]<br />
[[Image:BF3-M61-2.jpg|thumb|none|600px|In the mission "Gone Hunting" the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F "Super Hornet" callsign ''Shark 4-6'' assigned to CVN-77 USS ''George H.W. Bush''.]]<br />
[[Image:BF3-Phalanx-1.jpg|thumb|none|600px|Hawkins climbs up to the deck of the USS ''George H.W. Bush'', spotting the USS ''Ford'' (FFG-54), an ''Oliver Hazard Perry''-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a later block upgrade added a forward gun over the removed SM-1 missile launcher of nine of the ''Perry''-class, this is a Mk 38 Mod 2 (a remote-controlled navalised [[M242 Bushmaster chaingun]]), not a second Phalanx.]]<br />
[[Image:BF3-M61-1.jpg|thumb|none|600px|The two Hornets ''Shark 4-2'' and ''Shark 4-6'' overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.]]<br />
[[Image:BF3-C-RAM.jpg|thumb|none|600px|A close up look at a land-based Phalanx C-RAM in multiplayer.]]<br />
<br />
==M102 105mm Howitzer==<br />
The [[M102 Howitzer]] is usable in the AC-130 gunship's second seat.<br />
[[File:Spectre M102.JPG|thumb|none|500px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372mmR]]<br />
[[File:BF3 AC-130 (3).jpg|thumb|none|600px|The M102 Howitzer as seen from the Bofors station.]]<br />
[[File:BF3 AC-130 (4).jpg|thumb|none|600px|A somewhat close view of the AC-130's ground pounders as seen from a chase Ka-60 helicopter.]]<br />
<br />
==M197 Vulcan==<br />
The [[M197 Vulcan]] appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.<br />
[[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]]<br />
[[Image:BF3-M197-1.jpg|thumb|none|600px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission "Thunder Run."]]<br />
[[Image:BF3-M197 Vulcan-1.jpg|thumb|none|600px|A closer look at an AH-1Z Viper's M197 Vulcan cannon.]]<br />
<br />
==GAU-12/U==<br />
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.<br />
<br />
The GAU-12/U is also mounted on the AC-130 gunship, interestingly, in two additional ''ventral'' turrets.<br />
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]<br />
[[Image:BF3-GAU-12U.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]<br />
[[File:BF3 AC-130 (1).jpg|thumb|none|600px|Zooming in on the rear AC-130 top turret from the forward one. These turrets can be somewhat aimed at surface targets, but are meant moreso for point defense against enemy aircraft in-game.]]<br />
<br />
==GAU-22/A==<br />
The [[General Dynamics GAU-12/U#GAU-22/A|GAU-22/A]] appears in the game as the secondary weapon of F-35B Lightning II aircraft in the Back to Karkand DLC that is available in the revamped versions of Gulf of Oman and Wake Island. It is erroneously portrayed being mounted in a nacelle over the left side air intake; this is the case for the Air Force's F-35A while the B and C variants mount the GAU-22/A in an underslung external pod.<br />
[[Image:F-35 GAU-22A.jpg|thumb|none|400px|GAU-22/A - 25mm]]<br />
[[File:BF3 F-35B (1).jpg|thumb|none|600px|Getting an overview look at a F-35B from the AH-1Z's third person camera view.]]<br />
<br />
==M240C==<br />
The [[M240C]] machine gun is coaxially mounted on the M1A2 Abrams MBT and LAV-25.<br />
[[Image:M240C.jpg|thumb|none|450px|M240C machine gun - 7.62x51mm NATO]]<br />
[[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the "clicker" trigger for an M58 Mine Clearing Line Charge.]]<br />
<br />
==M242 Bushmaster==<br />
The [[M242 Bushmaster chaingun]] is the main gun of the LAV-25.<br />
[[Image:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]<br />
[[Image:BF3-LAV-1.jpg|thumb|none|600px|Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of "Operation Swordbreaker."]]<br />
[[Image:BF3-LAV-2.jpg|thumb|none|600px|Blackburn looks over another LAV-25 during the mission "Rock and a Hard Place."]]<br />
<br />
==Mk 19 Grenade Launcher==<br />
The [[Mk 19 grenade launcher]] is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.<br />
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]<br />
[[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]]<br />
[[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the "Phoenix", a post-apocalyptic Humvee that is part of the ''Aftermath'' DLC. Note the lack of hands and any ammo.]]<br />
[[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.]]<br />
<br />
==QLZ-87==<br />
The [[Norinco QL-series grenade launchers|Norinco QLZ-87]] appears in the ''Aftermath'' DLC, mounted on the Russian "Barsuk" (Badger) modification of the GAZ 3937 Vodnik truck. <br />
[[image: QLZ87Light.jpg|thumb|none|400px|Norinco QLZ-87 - 35x32mm]]<br />
[[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the "gangsta style" pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]]<br />
[[File:BF3 QLZ87 (2).jpg|thumb|none|600px|The QLZ, unmanned.]]<br />
<br />
==PKT==<br />
The [[PKT]] machine gun is coaxially mounted on the T-90A and T-72 MBTs. It is also usable on the BMP-2, BTR-90, and 2S25 Sprut.<br />
[[Image:Machine gun PKT.jpg|thumb|none|450px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]<br />
[[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]]<br />
<br />
==Shipunov 2A42==<br />
The [[Shipunov 2A42]] appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.<br />
[[Image:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 - 30mm]]<br />
[[Image:BF3-Shipunov-1.jpg|thumb|none|600px|Blackburn advances on a BMP-2M during "Rock and a Hard Place," the IFV seemingly oblivious to his dastardly rocket-launching ambitions.]]<br />
[[File:BF3 2A42 (1).jpg|thumb|none|600px|Closeup of the armament on a BTR-90.]]<br />
<br />
=Other=<br />
==Mk 18 Mod 1==<br />
A [[Mk 18 Mod 1]] is prominently featured in the base game and Limited Edition's coverart, equipped with KAC QDSS-NT4 suppressor, SureFire M900V foregrip/light combo, AN/PEQ-15, an EOTech 552, and Magpul MBUIS iron sights.<br />
[[File:MK18MOD1.jpg|450px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]<br />
[[File:BF3 LimitedEd coverart.jpg|thumb|none|400px|]]<br />
<br />
{{Battlefield Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:War]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Battlefield]]<br />
[[Category:Swedish Produced/Filmed]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=File:HK_MR556A1_QuadRail.jpg&diff=1528965File:HK MR556A1 QuadRail.jpg2022-10-27T23:05:44Z<p>Fine cuisine: {{GI}}</p>
<hr />
<div>== Summary ==<br />
{{GI}}</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Battlefield_3&diff=1528962Battlefield 32022-10-27T22:05:22Z<p>Fine cuisine: /* "M417" */</p>
<hr />
<div>{{WIP}}<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name=Battlefield 3<br />
|picture=Battlefield 3 (2011) cover.jpg<br />
|caption=PC Boxart<br />
|series=[[Battlefield]]<br />
|date=2011<br />
|developer=DICE<br />
|platforms=PC<br>Xbox 360<br>Playstation 3<br />
|publisher=EA<br />
|genre=First-Person Shooter<br />
}}<br />
<br />
[[file:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|''Battlefield 3: Back to Karkand'' (2011) DLC.]]<br />
[[file:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|''Battlefield 3: Close Quarters'' (2012) DLC.]]<br />
[[file:Battlefield 3 armored kill.jpg|thumb|right|320px|''Battlefield 3: Armored Kill'' (2012) DLC.]]<br />
[[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|''Battlefield 3: Aftermath'' (2012) DLC.]]<br />
[[file:Bf3 EndGame.jpg|thumb|right|320px|''Battlefield 3: End Game'' (2013) DLC.]]<br />
<br />
'''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield]]'' series. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games.<br />
<br />
'''The following weapons appear in the video game ''Battlefield 3'':'''<br />
__TOC__<br clear="all"><br />
<br />
=Overview=<br />
Unlike earlier DICE games like ''[[Battlefield: Bad Company 2]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''<nowiki>'</nowiki>s multiplayer, weapons in ''Battlefield 3'' correctly track + 1 in the chamber and have correct chambering reload animations during empty reloads.<br />
<br />
=Handguns=<br />
<br />
==Beretta M9==<br />
In the beginning of the single-player mission "Semper Fidelis" and "The Great Destroyer", Blackburn acquires a [[Beretta M9]]. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.<br />
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]<br />
[[Image:BF3-M9-1.jpg|thumb|none|600px|Blackburn holds an M9 at the start of the introductory mission "Semper Fidelis." This one of only two times in the entire campaign the player character has a sidearm.]]<br />
[[File:BF3 M9 (1).jpg|thumb|none|600px|The M9 pistol in Multiplayer.]]<br />
[[Image:BF3-M9-4.jpg|thumb|none|601px|The M9's iron sights.]]<br />
[[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|601px|Reloading the M9 pistol. The slide doesn't lock quite as far back as it's supposed to.]]<br />
[[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]]<br />
<br />
==="93R"===<br />
The [[Beretta M9|M9]]'s model is also modified to be the [[Beretta 93R|"93R"]] in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.<br />
[[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]<br />
[[file:Beretta93-1-.jpg|thumb|none|400px||An actual Beretta 93R for comparison - 9x19mm Parabellum]]<br />
[[Image:Bf3 93r holding.jpg|thumb|none|600px|The player character in multiplayer holds his fake Beretta 93R on an F/A-18 Hornet he found grazing in a field. Note the two-handed grip.]]<br />
[[File:Bf3 Beretta 93R aim.jpg|thumb|none|600px|Iron sights of the Beretta.]]<br />
[[Image:Bf3 93r slide locked.jpg|thumb|none|600px|Dropping out the magazine.]]<br />
[[Image:Bf3 93r reloading 2.jpg|thumb|none|600px|After replacing the magazine, the player character operates the slide release; note the projecting base of the 20-round magazine.]]<br />
<br />
==Glock 17==<br />
The [[Glock 17]] is shown in an official screenshot for the Battlelog. Called "G17C", although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.<br />
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm]]<br />
[[File:Bf3 Glock 17 holding.jpg|thumb|none|601px|A Russian soldier with the Glock 17 faces down an avenue toward the Eiffel Tower.]]<br />
[[File:Bf3 Glock 17 aim.jpg|thumb|none|601px|Aiming down the G17.]]<br />
[[File:Bf3 glock 17 laser reloading 1.jpg|thumb|none|601px|The Glock 17's reload - dumping out a magazine from empty. The slide isn't fully locked back enough to actually engage the slide stop.]]<br />
[[File:BF3 G17 (4).jpg|thumb|none|600px|In with a new 17-rounder magazine, which briefly clips through the back of the grip.]]<br />
[[File:BF3-Glock-1.jpg|thumb|none|601px|A dead PLR soldier with a Glock 17 affixed to his side, and another low-detail pistol in his actual holster. His camouflage is based on Iranian marine fatigues, a mix of DPM with US "Chocolate-Chip" dots.]]<br />
<br />
==Glock 18==<br />
The third generation [[Glock 18]] appears as the "G18". It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.<br />
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]<br />
[[File:BF3BLG18.jpg|thumb|none|200px|G18 Battlelog render.]]<br />
[[File:BF3 Glock 18 holding.jpg|thumb|none|600px|First-person view of the Glock 18.]]<br />
[[File:BF3 Glock 18 aiming.jpg|thumb|none|600px|ADS view.]]<br />
[[File:BF3 G18 (2).jpg|thumb|none|600px|Blowing apart some fancy planks in Ziba Tower with the G18.]]<br />
[[File:BF3G18reload.jpg|thumb|none|601px|Reloading; note the fire selector.]]<br />
<br />
==MEU(SOC) Pistol==<br />
The USMC variant of the M1911, the [[M45]], can be used if the player is a Battlefield Veteran or was a member of the EA Gun Club (now part of Battlelog). It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named ''M1911 S-TAC'') exist, but prior to the release of the ''End Game'' DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called "All about precision". After completing it (which require 20 headshots with pistols), the pistol is unlocked.<br />
[[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]]<br />
[[Image:BF3-MEU(SOC)-1.jpg|thumb|none|601px|A US Marine patrols the Caspian Border forest with his .45 pistol.]]<br />
[[Image:BF3-MEU(SOC)-2.jpg|thumb|none|601px|The tritium sights of the MEU(SOC). Here it's possible to see the lack of an ambidextrous safety.]]<br />
[[Image:BF3-MEU(SOC)-3.jpg|thumb|none|601px|The MEU(SOC) has its own unique (and more detailed) reload animation, while all the other pistols use another generic animation. Here the magazine is ejected. Note the incorrect curved mainspring housing. Also note the A1 style safety, which is also incorrect.]]<br />
[[Image:BF3-MEU(SOC)-4.jpg|thumb|none|601px|Lining up a loaded magazine with the magwell. Note that the "MODEL 1911-A1" and "CAL.45" markings on the slide. This and the slanted serrations shows that it's a Springfield Armory made slide.]]<br />
[[Image:BF3-MEU(SOC)-5.jpg|thumb|none|601px|Thumbing the slide catch to make ready again with the M45.]]<br />
[[File:BF3 MEU(SOC) (6).jpg|thumb|none|600px|The Marine vaults over a fence with his MEU(SOC) pistol, appreciative of the fact that he actually has legs in this game.]]<br />
<br />
==MP-412 REX==<br />
The [[MP-412 REX]] revolver returns from ''Bad Company'' and ''Bad Company 2'' as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in the ''Bad Company'' series, the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to "flicking" them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.<br />
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]<br />
[[File:Bf3 MP-412 REX holding.jpg|600px|thumb|none|Out in the Omani town with a MP-412 REX. The model has returned to the normal 4" barrel length last seen in the first ''Bad Company''.]]<br />
[[File:Bf3 MP-412 REX aim.jpg|thumb|none|601px|Iron sights of the MP-412 REX.]]<br />
[[File:Bf3 MP412 reload 1.jpg|thumb|none|601px|The brilliant shower of .357 casings after opening up the REX.]]<br />
[[File:Bf3 MP-412 REX reloading 2.jpg|thumb|none|601px|Inserting new .357 Magnum rounds with a speedloader.]]<br />
[[File:BF3 MP-412 (5).jpg|thumb|none|600px|The top-break system is also clasped shut, unlike the flick seen in previous games.]]<br />
<br />
==MP-443 Grach==<br />
The [[MP-443 Grach]] returns from ''Bad Company 2'' and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.<br />
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 Grach - 9x19mm]]<br />
[[Image:BF3-MP443-1.jpg|thumb|none|600px|Vladimir uses his MP-443 as one of Solomon's men demonstrates how not to steal a car stereo.]]<br />
[[Image:BF3-MP443-2.jpg|thumb|none|600px|Dmitri Mayakovsky holds his MP-443 on Blackburn as he tries to blame everything on a fire extinguisher.]]<br />
[[File:Bf3 MP-443 Grach holding.jpg|thumb|none|600px|Holding the MP-443 Grach.]]<br />
[[File:Bf3 MP-443 Grach aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:Bf3 MP-443 Grach reloading 1.jpg|thumb|none|600px|Mid-magazine reload.]]<br />
<br />
==Taurus Model 44==<br />
The [[Taurus Model 44]] appears as an unlockable sidearm, and can be fitted with a scope. Appears as ".44 Magnum", one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.<br />
[[Image:Taurus 44.jpg|thumb|none|400px|Taurus Model 44 with 6" barrel - .44 Magnum]]<br />
[[Image:BF3-Taurus44-1.jpg|thumb|none|600px|Solomon aims his Taurus Model 44 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.]]<br />
[[Image:BF3-Taurus44-2.jpg|thumb|none|600px|Blackburn soon finds himself getting a closer look at the barrel.]]<br />
[[Image:BF3-Taurus44-3.jpg|thumb|none|600px|Prior to the start of "Uprising," Solomon is seen aiming his Taurus at an injured Marine.]]<br />
[[File:Bf3 Taurus Model 44 holding.jpg|thumb|none|601px|Brandishing the Taurus .44 atop the USS Essex in the Pacific, alongside some Marine aircraft.]]<br />
[[File:BF3 .44 Magnum (2).jpg|thumb|none|600px|Aiming the Taurus.]]<br />
[[File:BF3 .44 reload (1).jpg|thumb|none|601px|It reloads with the distinct stressfire technique, something that was rarely seen in games before ''Battlefield 3''. Here, the user palms out the spent cartridges.]]<br />
[[File:BF3 .44 reload (2).jpg|thumb|none|601px|And then right-hands in a speedloader of .44.]]<br />
[[File:BF3 .44 reload (3).jpg|thumb|none|601px|Then the cylinder is rather dramatically ratcheted shut - the cartridges are a bit off-position, though.]]<br />
<br />
==Dog Tag Weapons==<br />
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found '''only''' on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.<br />
[[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]]<br />
Beretta "93R" Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|"92R"]]<br><br />
Beretta M9 Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]<br><br />
Beretta M9 Suppressed Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]<br><br />
Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]<br><br />
Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]<br><br />
MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[M45|MEU (SOC)]]<br><br />
MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]<br><br />
MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]<br><br />
MP-443 Grach Suppressed Dog Tag 100/500 kill - [[Makarov PB]] / [[MP-443 Grach]]<br><br />
Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]<br><br />
Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]<br><br />
"toe2toe" Dog tag - [[Beretta M9]] / [[MP-443 Grach]]<br><br />
<br />
=Submachine Guns=<br />
Unlike previous games in the series, SMGs are all-class weapons, and not strictly limited to an Engineer/Spec Ops-type class.<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.<br />
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]<br />
[[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission "Comrades."]]<br />
[[File:BF3 P90 (1).jpg|thumb|none|601px|The P90TR out on Wake Island.]]<br />
[[File:BF3 P90 (2).jpg|thumb|none|601px|Aiming down the fictional default BUIS used on several weapons in ''Battlefield 3''.]]<br />
[[File:BF3 P90 (3).jpg|thumb|none|601px|Reloading the P90.]]<br />
[[File:BF3 P90 (4).jpg|thumb|none|600px|Pulling the charging handle.]]<br />
<br />
==Heckler & Koch MP5KA4==<br />
The [[MP5K|MP5KA4]] is added to BF3 via ''Close Quarters'' DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the ''Armored Kill'' expansion.<br />
[[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]]<br />
[[file:bf3 m5k idle.jpg|thumb|none|600px|The "M5K" in ''Battlefield 3''.]]<br />
[[File:Bf3 Heckler & Koch MP5KA4 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:bf3 m5k reload1.jpg|thumb|none|600px|Pulling the bolt back]]<br />
[[file:bf3 m5k reload2.jpg|thumb|none|600px|Inserting a new magazine]]<br />
[[file:bf3 m5k reload3.jpg|thumb|none|600px|Performing an HK slap]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The [[H&K MP7A1]] can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The "reload-from-empty" animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.<br />
[[Image:MP7 40rdmag.jpg|thumb|none|450px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]<br />
[[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission "Night Shift." Note the BUIS are retained even with an optic added.]]<br />
[[Image:BF3-MP7-1.jpg|thumb|none|600px|Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.]]<br />
[[Image:BF3-MP7-2.jpg|thumb|none|600px|The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in "The Great Destroyer" Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...]]<br />
[[Image:BF3-MP7-3.jpg|thumb|none|600px|...whereas earlier he just told his vanilla one to imagine it was full of bullets that were ''this'' big.]]<br />
[[File:Bf3 Heckler & Koch MP7A1 aim.jpg|thumb|none|600px|The default iron sights of the MP7 in multiplayer.]]<br />
<br />
==Heckler & Koch UMP45==<br />
The [[Heckler & Koch UMP|H&K UMP45]] can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.<br />
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]]<br />
[[File:BF3-UMP-1.jpg|thumb|none|600px|Blackburn reloads his UMP during "The Great Destroyer," wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in "Operation Guillotine" when the UMPs are used by the US military; military UMPs should not have it.]]<br />
[[File:Rrt877 ump.jpg|thumb|none|601px|Observing a cabin on Kaisar Railroad with the UMP.]]<br />
[[File:Bf3 Heckler & Koch UMP45 aim.jpg|thumb|none|601px|The rear sight is now set to a rear notch, compared to the G36C-like peep in the previous game.]]<br />
[[File:BF3 UMP45 (3).jpg|thumb|none|600px|Performing a tactical reload with the UMP. The magazine briefly clips the magwell when being removed.]]<br />
[[File:BF3 UMP45 (4).jpg|thumb|none|600px|When empty, the charging handle is locked back similar to the roller delayed HKs.]]<br />
[[File:BF3 UMP45 (5).jpg|thumb|none|600px|Loading in a new magazine with a modeled cartridge.]]<br />
[[File:BF3 UMP45 (6).jpg|thumb|none|600px|Backhanding the bolt back into battery.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.<br />
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]]<br />
[[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customize menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]]<br />
[[file:bf3 bizon idle.jpg|thumb|none|601px|A PP-19 Bizon in the hands of a soldier out on the Russian side of Karkand.]]<br />
[[File:BF3 PP19 ads.jpg|thumb|none|601px|The Bizon's iron sights, which actually has a fairly realistic tight rear notch.]]<br />
[[file:bf3 bizon reload.jpg|thumb|none|601px|Removing the helical magazine.]]<br />
[[File:BF3 PP-19 (4).jpg|thumb|none|600px|Loading up a new one. A cartridge is never shown in the feed lips.]]<br />
[[file:bf3 bizon bolt.jpg|thumb|none|601px|Pulling the bolt to chamber a new round.]]<br />
<br />
==PP-2000==<br />
The [[PP-2000]] returns from ''Bad Company 2'', feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.<br />
[[Image:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]<br />
[[Image:BF3-PP2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission "Kaffarov."]]<br />
[[File:Bf3 KBP PP-2000 aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[File:Bf3 KBP PP-2000 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]<br />
[[File:Bf3 KBP PP-2000 reloading 2.jpg|thumb|none|600px|Cocking the PP-2000.]]<br />
<br />
=Shotguns=<br />
For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most video games where you have to see the whites of the enemies' eyes for shotguns to be effective. <br />
<br />
In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells.<br />
<br />
==Benelli M4 Super 90==<br />
The [[Benelli M1014]] semi-automatic shotgun is found in ''Battlefield 3''. Default magazine capacity is 4+1, represented by the magazine tube ending at the sling swivel rather than the civilian model 5-shot crimped tube. Extended Magazine uses the full-length tube with 6+1 capacity (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS.<br />
<br />
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]<br />
[[File:BF3-M1014-2.jpg|thumb|none|600px|A M1014 near a dead bank worker at the end of the mission "Operation Guillotine."]]<br />
[[File:BF3-M1014-1.jpg|thumb|none|601px|Standing next to a Growler jeep and a M142 HIMARS with the M1014 shotgun.]]<br />
[[File:BF3 M1014 (2).jpg|thumb|none|600px|Sighting in the Benelli on the M142's cabin.]]<br />
[[File:Rrt877 m1014.jpg|thumb|none|601px|Chamberloading from empty.]]<br />
[[File:Rrt877 m1014 reload.jpg|thumb|none|601px|And actuating the bolt release.]]<br />
[[File:BF3 M1014 (5).jpg|thumb|none|600px|Loading shells into the tube magazine.]]<br />
<br />
==Franchi SPAS-12==<br />
The [[SPAS-12]] is one of the 10 guns appearing in the ''Close Quarters'' expansion pack. The weapon is restricted to pump action, and performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear. In reality, the player cannot simply reload a SPAS-12 in the manner of the game as the carrying latch button must be pressed in order to open the loading gate.<br />
<br />
The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by "-12", both being 12-gauge, and that they were both in the ''[[Battlefield: Bad Company]]'' series, they have little in common. The ''Close Quarters'' DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.<br />
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]<br />
[[file:bf3 spas idle.jpg|thumb|601px|none|Relaxing and taking in the Tehran sights in the Ziba Tower lounge with the SPAS-12.]]<br />
[[file:bf3 spas iron.jpg|thumb|601px|none|Getting a clear view of the shotgun's iron sights.]]<br />
[[File:BF3 SPAS-12 (3).jpg|thumb|none|600px|Working the SPAS's action.]]<br />
[[file:bf3 spas chamber.jpg|thumb|601px|none|Inserting a new round into the chamber.]]<br />
[[File:BF3 SPAS-12 (5).jpg|thumb|none|600px|About to chamber it.]]<br />
[[file:bf3 spas reload.jpg|thumb|601px|none|Continuing the reload. If you look closely, you can make out part of the word "gauge" on the shell.]]<br />
<br />
==M26 MASS==<br />
The [[M26 MASS]] can be used only in the Assault kit in the "Gadget 1" slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. The AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails as an available attachment, possibly because it would interfere with both weapons' particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.<br />
[[Image:XM26 2 highRes.jpg|thumb|none|450px|M26 MASS - 12 gauge, mounted on [[M4A1 carbine]] with C-More red dot sight - 5.56x45mm]]<br />
[[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]]<br />
[[File:BF3 Mass.jpg|thumb|none|601px|A M26 MASS drawn on Noshahr Canals.]]<br />
[[File:BF3 M26 MASS (2).jpg|thumb|none|600px|Aiming with the in-game staple BUIS.]]<br />
[[File:BF3 M26 MASS (3).jpg|thumb|none|600px|Cycling the M26. The magazine disappears for a frame while sliding the action forward.]]<br />
[[File:BF3 M26 MASS (4).jpg|thumb|none|600px|Reloading the Saiga-like box magazine.]]<br />
[[File:BF3 M26 MASS (5).jpg|thumb|none|600px|And charging again. A spent shell is never shown ejecting.]]<br />
[[File:BF3 M26UB (1).jpg|thumb|none|600px|Flicking out the bolt handle on a M26 slung under a SCAR-L with big pixel Russian EMR camo.]]<br />
[[Image:Rrt877 mass mounted.jpg|thumb|none|601px|The MASS in use.]]<br />
[[Image:Rrt877 mass mounted reloading.jpg|thumb|none|601px|The reload as seen held out further away. The user's hand can be seen on the magazine.]]<br />
<br />
==Pancor Jackhammer==<br />
The [[Pancor Jackhammer]], called the "MK3A1", is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.<br />
[[File:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]]<br />
[[File:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customization screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]]<br />
[[File:Pancor Jackhammer BF3.jpg|thumb|none|601px|Inspecting a suspicious bus with the Pancor Jackhammer MK3A1.]]<br />
[[File:Pancor Mark III A1 BF3 Reload.jpg|thumb|none|601px|Aiming with the Jackhammer's M16-style iron sights.]]<br />
[[File:BF3 Jackhammer (3).jpg|thumb|none|600px|''Battlefield 3'' appears to correctly depict the actual reloading procedure of this weapon. The foregrip is pushed forward to unlock and drop the "ammo cassette"...]]<br />
[[File:BF3 Jackhammer (4).jpg|thumb|none|600px|Inserting a fresh ammo cassette/cylinder magazine.]]<br />
[[File:BF3 Jackhammer (5).jpg|thumb|none|600px|And a release button on the trigger guard is pressed to retract the foregrip and lock the ammo cassette in place.]]<br />
[[File:BF3 Jackhammer (6).jpg|thumb|none|600px|Empty reloads have the added step of the foregrip pumped again, presumably to "rechamber" the Pancor.]]<br />
[[File:BF3 Jackhammer (7).jpg|thumb|none|600px|Diving to prone gives a good profile view of the Jackhammer, though doing so with one's finger on the trigger is quite risky.]]<br />
<br />
==Remington 870 MCS==<br />
The [[Remington 870|Remington 870 MCS]] appears as the "870MCS". The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.<br />
[[File:Remington_870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]<br />
[[File:BF3-MCS-1.jpg|thumb|none|600px|Blackburn holds an 870 MCS with a tactical light during the mission "Uprising."]]<br />
[[File:BF3-MCS-2.jpg|thumb|none|600px|One of Blackburn's starting weapons in "Operation Guillotine" is this Remington 870 MCS with a laser aiming module. The gameplay purpose of this is that it tightens the Big Magic White Circle.]]<br />
[[File:BF3 870 MCS (1).jpg|thumb|none|600px|A Marine secures giant dump trucks with the Remington 870 MCS.]]<br />
[[File:Bf3 870 aim.jpg|thumb|none|601px|Using the MCS's illuminated rifle sights.]]<br />
[[File:BF3 870 MCS (3).jpg|thumb|none|600px|Topping off the default short magazine tube. This configuration is unusual, as the 870 MCS normally comes with the seven-round magazine.]]<br />
[[File:Bf3_870MCS_Frag.jpg|thumb|none|601px|Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.]]<br />
[[File:BF3 870 MCS (5).jpg|thumb|none|600px|Pumping out the (unfired) shell under recoil.]]<br />
[[File:BF3_chamberload_870mcs_ext_mag.jpg|thumb|none|601px|Chamberloading the 870, here with the extended magazine.]]<br />
[[File:BF3 870 MCS (7).jpg|thumb|none|600px|About to push the pump forward.]]<br />
<br />
==Saiga 12K==<br />
The [[Saiga 12K]] returns from ''Battlefield 2'' and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update). It appears to share the exact same model as the "S20K" and the "Saiga 20K Semi" from ''[[Battlefield: Bad Company|Bad Company]]'' and ''[[Battlefield: Bad Company 2|Bad Company 2]]''.<br />
[[Image:Saiga 12k-1.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]<br />
[[Image:BF3-Saiga-1.jpg|thumb|none|600px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission "Uprising."]]<br />
[[Image:BF3-Saiga-2.jpg|thumb|none|600px|The mission "Kaffarov" can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.]]<br />
[[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]]<br />
[[File:BF3 Saiga-12K (1).jpg|thumb|none|600px|The Saiga 12K out on the ''Close Quarters'' level Scrapmetal.]]<br />
[[File:BF3 Saiga-12K (2).jpg|thumb|none|600px|View down the Saiga's sights.]]<br />
[[File:BF3 Saiga-12K (3).jpg|thumb|none|600px|Due to a bug, the magazine tends to disappear for a split second after firing, similar to the M26 MASS.]]<br />
[[File:BF3 Saiga-12K (4).jpg|thumb|none|600px|On empty reloads, the magazine is correctly empty.]]<br />
[[File:BF3 Saiga-12K (5).jpg|thumb|none|600px|Rocking in another box mag.]]<br />
[[File:BF3 Saiga-12K (6).jpg|thumb|none|600px|And charging the Saiga overhand style.]]<br />
<br />
==SWD/Cobray Street Sweeper / Armsel Protecta Hybrid==<br />
A hybrid of the [[SWD/Cobray Street Sweeper]] and the [[Armsel Protecta]] is included in ''Battlefield 3''. It features semi-automatic fire, has a thin winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a [[Colt Single Action Army]]). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab.<br />
<br />
The weapon is referred to as the "DAO-12", as it was in ''[[Battlefield 2]]''; this stands for "double action only, 12 gauge" and is a ''description'' of the weapon rather than a correct name for it. The name was kept as an homage to ''Battlefield 2''. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that; some real-world Striker/Street Sweeper variants do hold fewer rounds for legal reasons (achieved by simply plugging two of the chambers), though these are usually limited to 10 rounds instead of 8.<br />
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]<br />
[[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12" barrel - 12 gauge]]<br />
[[File:BF3-Streetsweeper-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission "Kaffarov."]]<br />
[[File:BF3 Cobray (1).jpg|thumb|none|600px|The DAO-12 on Operation Riverside.]]<br />
[[File:Bf3 Cobray Street Sweeper aim.jpg|thumb|none|600px|Iron sights of the DAO-12.]]<br />
[[File:Bf3 Cobray Street Sweeper reloading 1.jpg|thumb|none|600px|Firing the shotgun, note the ejecting cartridge.]]<br />
[[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]]<br />
[[File:Bf3 Cobray Street Sweeper reloading 2.jpg|thumb|none|600px|The reload cycle shows the player character inserting the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing, when in reality it has to be rotated manually while reloading. Note "12 GAUGE" and a fragmentation symbol visible on the shells. Note the shell deflector characteristic of the Protecta.]]<br />
<br />
==USAS-12==<br />
The [[USAS-12]] is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in ''Back to Karkand''. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached, the carry handle is replaced by a strip of rails, meaning that the weapon becomes visually identical to the WM-12, an American semi-auto clone of the USAS-12. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments. <br />
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 with 10-round magazine - 12 gauge]]<br />
[[File:WM-12.jpg|thumb|none|400px|Ameetec Arms WM-12 - 12 gauge]]<br />
[[Image:Bf3 usas12 holding.jpg|thumb|none|600px|The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.]]<br />
[[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]]<br />
[[Image:BF3-USAS-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by "Baewoo Brecisions" of Korea.]]<br />
[[Image:Bf3 usas12 reloaded 2.jpg|thumb|none|600px|After replacing the magazine, the player character pulls on the charging handle. Note the deserted left side dust cover, compared to the image above.]]<br />
[[Image:Bf3 usas12 world.jpg|thumb|none|600px|Icon and world model for the USAS-12. Note that the world model has no sights and no magazine.]]<br />
<br />
==Dog Tag Weapons==<br />
[[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|600px|Dog Tag Shotguns.]]<br />
Benellli M1014 Dog Tag 100/500 kill- [[Benelli M1014]] / [[Benelli M1014]]<br><br />
Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]<br><br />
M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]<br><br />
Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]<br><br />
Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]<br><br />
Saiga 12K Dog Tag 100/500 kill - [[Saiga-12K]] / [[Saiga-12K]]<br><br />
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[SWD/Cobray Street Sweeper]] / [[SWD/Cobray Street Sweeper]]<br><br />
USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]<br><br />
<br />
=Assault Rifles & Battle Rifles=<br />
==5.56A-91==<br />
The [[5.56A-91]] appears as part of the "Carbine" classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the [[9A-91]] from ''Bad Company 2'', albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called "[[A-91]]" in the game, which refers to the 7.62x39mm variant.<br />
[[File:5.56A-91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]<br />
[[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of "Comrades."]]<br />
[[File:Rrt877 a-91.jpg|thumb|none|601px|Wielding the 5.56A-91 in Multiplayer.]]<br />
[[File:BF3 A-91 (2).jpg|thumb|none|600px|The A-91's iron sights.]]<br />
[[File:BF3 A-91 (3).jpg|thumb|none|600px|Firing, which shows the charging handle cycling and cases ejecting at the front.]]<br />
[[File:Rrt877 a-91 reloading.jpg|thumb|none|601px|Removing a 5.56 magazine.]]<br />
[[File:BF3 A-91 (5).jpg|thumb|none|600px|And pulling out a new one to load in.]]<br />
[[File:BF3 A-91 (6).jpg|thumb|none|600px|Charging the A-91 from empty.]]<br />
<br />
==AEK-971==<br />
The [[AEK-971]] is available as an unlock for the Assault kit.<br />
<br />
The AEK-971's model is peculiar in that it is mostly a hybrid between the early prototypes of the AEK as well as the 2010s production model. The shape of the lower receiver and the barrel assembly are based on the early prototypes from the late 70s; however, the cleaning rod mount under the base of the front sight block has been removed and replaced with cleaning rod mount from the 2010s AEK-971 model. Additionally, the fire control group and upper receiver of the 2010s AEK-971 model are present, and the handguard and stock are fictionalized representations of the later model.<br />
<br />
[[File:AEK-971 left side.jpg|thumb|none|450px|Prototype AEK-971 - 5.45x39mm]]<br />
[[Image:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]<br />
[[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission "Uprising."]]<br />
[[Image:BF3 AEK971.jpg|thumb|none|600px|AEK-971 in ''Battlefield 3'' with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.]]<br />
[[File:BF3 AEK-971 (1).jpg|thumb|none|600px|A Russian Assault trooper with the AEK-971 on Operation Riverside.]]<br />
[[File:BF3 AEK-971 (2).jpg|thumb|none|600px|Compared to the ''Bad Company'' series, the iron sights are used in a bit more believable manner.]]<br />
[[File:Rrt877 aek2 reload.jpg|thumb|none|601px|It always reloads in a tactical manner, with the old magazine kicked out with a new one. Ammo left in spent magazines is still returned to the character's ammo pool.]]<br />
[[File:BF3 AEK-971 (4).jpg|thumb|none|600px|Rocking in the black 5.45 magazine.]]<br />
[[File:BF3 AEK-971 (5).jpg|thumb|none|600px|And charging the AEK.]]<br />
<br />
==AK-74M==<br />
The [[AK-74M]] is the standard assault rifle used by the Russian Assault kit. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3. The model is somewhat inaccurate to the real -74M as it has the original pattern of non-folding rear receiver trunnion and a fixed stock, but it still has the retainer latch of a sidefolder receiver at its front end, and the smooth dust cover.<br />
[[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]<br />
[[File:AK-74(plum).jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]<br />
[[File:BF3-AK-1.jpg|thumb|none|600px|Blackburn holds an AK-74M equipped with a PSO-1 scope during "Operation Swordbreaker." Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]]<br />
[[File:BF3 AK-74M (1).jpg|thumb|none|600px|[[Metro 2033|A Russian soldier leaves the safety of his home station]] with his trusty AK-74M in the Metro tunnels. Note the recoil spring's latch that holds the top cover in place is rather undersized.]]<br />
[[File:Bf3 ak-74m aim.jpg|thumb|none|600px|The AK-74's iron sights have a rather serious application of bright tritium.]]<br />
[[File:Bf3 ak-74m reloading 1.jpg|thumb|none|600px|Removing a spent 5.45 magazine.]]<br />
[[File:Bf3 ak-74m reloading 2.jpg|thumb|none|600px|Angling in a new one - note the tape grip around the magazine. Also note the incorrectly modeled fixed stock, lacking both its side-folding hinge and release button.]]<br />
[[File:BF3 AK-74M (5).jpg|thumb|none|600px|After that, he flips the weapon over and racks the bolt if empty.]]<br />
[[File:Bf3 ak-74m world.jpg|thumb|none|600px|Two AK-74s on the lying on the ground, in an inverse of the IMFDB logo. The retainer lug for a folding stock can be seen on the left rifle, while the right one has a folding stock's latch button, but none of the other associated stock-folding hardware.]]<br />
<br />
==AKS-74U==<br />
The [[AKS-74U]] is used by the Engineer kit in multiplayer, and is the starting weapon for Russian Engineers.<br />
[[File:AKS74U.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[File:BF3-AKS-74U-1.jpg|thumb|none|600px|Blackburn wrestles with one of Solomon's men during the introductory mission "Semper Fidelis." On the Xbox 360 version before the ''Back to Karkand'' update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]]<br />
[[File:BF3-AKS-1.jpg|thumb|none|600px|At the start of the mission "Uprising," Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]]<br />
[[File:BF3 AKS-74U (1).jpg|thumb|none|600px|A Russian Engineer holds up a snowman family found on the Sabalan Pipeline level from the Final Stand DLC. It has the same odd milled/stamped steel hybrid receiver, similar to the model from the ''Bad Company'' series.]]<br />
[[File:BF3 AKS-74U (2).jpg|thumb|none|600px|Aiming upon the middle snowman. The sights have non-standard illumination bits, and the rear notch is much more cropped than it is in reality.]]<br />
[[File:Rrt877 aks74u reloading.jpg|thumb|none|601px|Reloading the taped bakelite orange magazine.]]<br />
[[File:BF3 AKS-74U (4).jpg|thumb|none|600px|And palming the bolt back.]]<br />
[[File:BF3 AKS-74U (5).jpg|thumb|none|600px|World model and pickup icon of the AKS-74U.]]<br />
<br />
==AN-94==<br />
The [[AN-94]] returns from the ''Bad Company'' series. The AN-94's dual-rate full-auto mode is, in multiplayer, depicted somewhat closer to reality than in ''[[Battlefield: Bad Company 2]]'', with bursts and the first two shots on pulling the trigger in full-auto firing at a slightly faster rate than sustained full-auto, though nowhere near the full 1,800 rpm the real weapon fires at. In the single-player campaign, the 2 round burst is shown to incorrectly fire at the same 600 rpm as sustained full auto, as it worked in ''Bad Company 2''.<br />
<br />
The AN-94 starts in 2-round burst mode by default. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes.<br />
<br />
An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971. The weapon is also modeled with the magazine coming out straight downwards from the bottom of the gun like on other AK-like weapons, rather than being angled off towards the right side of the gun.<br />
<br />
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|450px|none|AN-94 - 5.45x39mm]]<br />
[[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission "Rock and a Hard Place." As with most of the weapons in the game, equipping optics results in it being held lower - compare to the images below.]]<br />
[[File:BF3 AN-94 (1).jpg|thumb|none|601px|An AN-94 out in the worksite area of Damavand Peak.]]<br />
[[File:BF3 AN-94 (2).jpg|thumb|none|601px|The rifle's iron sights.]]<br />
[[File:BF3 AN-94 (3).jpg|thumb|none|601px|Firing away in full-auto, which gives a good portrayal of the AN-94's recoiling barrel and muzzle flash. The ejected cartridges also appear to be steel-cased.]]<br />
[[File:BF3 AN-94 (4).jpg|thumb|none|600px|Rather oddly, the AN-94 uses unique green magazines. Green AK magazines and furniture are sometimes seen in service with the Russian Border Guards branch.]]<br />
[[File:BF3 AN-94 (5).jpg|thumb|none|600px|Letting go of the charging handle while rechambering the AN-94, giving a view of the chamber.]]<br />
<br />
==AS Val==<br />
The [[AS Val]] appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.<br />
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]<br />
[[Image:BF3-ASVal-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission "Comrades."]]<br />
[[Image:BF3-ASVal-2.jpg|thumb|none|600px|Kiril holds his AS Val near the end of "Comrades."]]<br />
[[File:BF3 AS Val (0).jpg|thumb|none|600px|A Russian operator approaches the Metro ticket booth while wondering if they accept 9x39mm as currency.]]<br />
[[File:BF3 AS VAL (1).jpg|thumb|none|600px|Aiming the AS Val.]]<br />
[[File:BF3 AS VAL (2).jpg|thumb|none|600px|Reloading.]]<br />
[[File:BF3 AS VAL (3).jpg|thumb|none|600px|Charging the Val.]]<br />
[[File:BF3 AS Val (5).jpg|thumb|none|600px|World model of the AS Val on the ground.]]<br />
<br />
==Colt M4LE Carbine==<br />
Two versions of the [[M4 Carbine]] are available in Multiplayer: the full-auto "M4A1" and the 3-round burst "M4". However, they are modeled after the civilian M4LE, as evidenced by the Safe/Fire selector switch. The Colt M4LE Carbines are painted in desert tan camouflage and serve as the stand in for the military Colt M4A1 used by the U.S. Marines in game. In singleplayer, the "M4A1" is primarily seen carried by Blackburn, Steve Campo, Cole, Miller and many Marines in campaign. In multiplayer, being a carbine, the M4s are used by the Engineer kit. The "M4A1" is the starting weapon for US Engineers, while the "M4" is unlocked at 40,000 Engineer score. The model features a KAC RIS handguard, VLTOR Improved Modstock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates.<br />
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Interestingly, the first "Fault Line" trailers showed the player rack the charging handle during an empty reload, which was changed to a press of the bolt release from the Operation Metro trailer onwards and into the release version.<br />
[[File:Colt M4LE Carbine.jpg|thumb|none|450px|Colt M4LE Carbine - 5.56x45mm]]<br />
[[File:ColtM4.jpg|thumb|none|450px|An actual M4A1, for comparison - 5.56x45mm. This one is fitted with an Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard, and vertical forward grip.]]<br />
[[File:BF3-M4-1.jpg|thumb|none|600px|Blackburn holds an "M4A1" during "Operation Swordbreaker."]]<br />
[[File:BF3-M4-2.jpg|thumb|none|600px|Blackburn reloads his carbine. "For law enforcement / military use" is printed on the side of the EOTech optic.]]<br />
[[File:BF3-M4-3.jpg|thumb|none|600px|Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in ''Medal of Honor'', though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note how the semi-auto position reads "Fire", meaning it was modeled on a civilian M4 variant.]]<br />
[[File:Bf3 Colt M4A1 holding.jpg|thumb|none|601px|Outside the Damavand tunnel with the M4 Carbine.]]<br />
[[File:BF3 M4A1 (2).jpg|thumb|none|600px|The M4's sight picture against the hillside.]]<br />
[[File:BF3 M4A1 (3).jpg|thumb|none|600px|Reloading the M4.]]<br />
[[File:BF3 M4A1 (4).jpg|thumb|none|600px|From empty, it is held at a slightly different angle, and the user grasps the STANAG in a slightly different manner.]]<br />
[[File:BF3 M4A1 (5).jpg|thumb|none|600px|Thumbing the bolt release, akin to the Mk 11.]]<br />
[[File:BF3 M4A1 (6).jpg|thumb|none|600px|The M4's sightless world model, which also gives a good view of the Hogue grip and VLTOR stock.]]<br />
<br />
==Colt Sporter Competition==<br />
Both the 3-round burst "[[M16A4]]" and the full-auto "M16A3" are in fact modeled after the civilian Colt Sporter Competition, since they have a Safe/Fire selector switch, and they lack a bayonet lug. The Colt Sporter Competition are painted in desert tan camouflage and serve as the stand in for the military Colt M16A3 used by the U.S. Marines in game. In singleplayer, the "M16A3" is primarily seen carried primarily by Christian Matkovic and many Marines in campaign. In multiplayer, being an assault rifle, the M16s are used by the Assault kit. The "M16A3" is the starting weapon for US Assault classes, and can be unlocked for the Russian Assault at 220,000 Assault points; while the "M16A4" is unlocked at 89,000 Assault points. The model features an [[M16A1]] flash hider, a KAC RIS handguard with a rail cover on the right side rail, a Hogue pistol grip, a Magpul loop on the magazine, and a cloth sleeve wrapped around the stock.<br />
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The "M16A4" was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and optical sights; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release.<br />
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An actual M16A4 appears on the Back To Karkand DLC cover art, with visible bayonet lugs.<br />
[[File:Colt Sporter Competition.jpg|thumb|none|450px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]<br />
[[File:M16A4withANPEQ&ACOG.jpg|thumb|none|450px|An actual M16A4, for comparison - 5.56x45mm NATO. This is the USMC style setup, an M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope.]]<br />
[[File:BF3-M16-1.jpg|600px|thumb|none|Blackburn holds his "M16A3" during Operation Swordbreaker.]]<br />
[[File:BF3 M16 (1).jpg|thumb|none|600px|A Marine with the M16 on Nebandan Flats, out on some desert farmland.]]<br />
[[File:Bf3 m16a3 aim.jpg|thumb|none|601px|The M16's iron sights - the sight picture appears to be a bit closer-in compared to the "M4" above.]]<br />
[[File:BF3-M16-2.jpg|601px|thumb|none|Removing the STANAG magazine at the start of a reload.]]<br />
[[File:BF3 M16 (4).jpg|thumb|none|600px|Shoving in a new one rather quickly - the M16A3's rather quick reload time was another attribute in favor of its overwhelming multiplayer popularity.]]<br />
[[File:BF3 M16 (5).jpg|thumb|none|600px|From empty, the rifle is held at up at an alternate angle.]]<br />
[[File:BF3 M16 (6).jpg|thumb|none|600px|Palming the bolt release from empty.]]<br />
[[File:Bf3 m16a4 world.jpg|thumb|none|601px|Icon and world model of the "M16A3" in Single Player. The dropped/stowed world model always shows the M16 without any sights. It also has a burlap wrap on the stock.]]<br />
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==DIO KH2002 Sama==<br />
Befitting the Iranian setting, the [[DIO KH2002|DIO KH2002 Sama]] bullpup assault rifle is one of the weapons in the game. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however.<br />
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In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. <br />
[[File:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]<br />
[[File:BF3-KH2002-1.jpg|thumb|none|600px|Blackburn holds a KH2002 during the mission "Uprising" as he discovers the exit.]]<br />
[[File:BF3-KH2002-2.jpg|thumb|none|600px|Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.]]<br />
[[File:BF3 KH2002 (0).jpg|thumb|none|600px|Right side of a KH2002 lying on the ground.]]<br />
[[File:BF3 KH2002 (1).jpg|thumb|none|600px|Observing an Iranian monolith in Tehran with the KH2002.]]<br />
[[File:Bf3 kh2002 aim.jpg|thumb|none|601px|Aiming with the KH2002's A2 style sights.]]<br />
[[File:BF3 KH2002 (3).jpg|thumb|none|600px|Relaading the twenty-round magazine.]]<br />
[[File:BF3 KH2002 reload.jpg|thumb|none|601px|And finger-gunning the charging handle to rechamber the KH2002.]]<br />
<br />
==FAMAS Valorisé==<br />
A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. The FAMAS is the first unlockable assault weapon of the expansion pack and is obtained through the completion of the ''Best Friend Forever'' assignment. It also appears in the game's Battlelog in the "Assignments" section.<br />
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The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed; it also has the highest fire rate of all fully automatic weapons of the game, being used by both US and Russian factions. In-game, the FAMAS uses the correct 25-round straight magazines.<br />
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The FAMAS formerly had slightly different statistics on each platform, but this was corrected in a later patch. Furthermore, its magazine size was decreased from 30 + 1 rounds to 25 + 1 rounds.<br />
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[[File:FAMAS Valorise EoTech.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]<br />
[[File:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]]<br />
[[File:BF3 Profile.jpg|thumb|none|600px|FAMAS Valorisé on the Battlelog screen in the "Assignments" section.]]<br />
[[File:Rrt877 famas3.jpg|thumb|none|601px|A Marine stands over the Seine River with a borrowed FAMAS Valorisé.]]<br />
[[File:BF3 FAMAS Iron Sight view.jpg|thumb|none|601px|Aiming with the FAMAS's actual iron sights, a rarity in most games.]]<br />
[[File:Rrt877 famas3 reload.jpg|thumb|none|601px|As with many of the other bullpups, the reload involves holding the FAMAS 90 degrees to the right to access the magazine.]]<br />
[[File:BF3 FAMAS (4).jpg|thumb|none|600px|Pulling the relocated charging handle.]]<br />
[[File:BF3 FAMAS (5).jpg|thumb|none|600px|The FAMAS also can use its own unique bipod, deployed here.]]<br />
<br />
==FN F2000 Tactical==<br />
The [[FN F2000]] returns from the ''Bad Company'' series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.<br />
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]<br />
[[Image:BF3-F2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission "Comrades."]]<br />
[[File:1000px-BF3 F2000.jpg|thumb|none|601px|A Marine with the F2000 Tactical at the Noshahr container area.]]<br />
[[File:1000px-BF3 F2000 Iron Sight.jpg|thumb|none|601px|The F2000's iron sights. These appear to have been the inspiration for the BUIS used on several other weapons in ''Battlefield 3''.]]<br />
[[File:1000px-Bf3 2012-07-31 23-56-43-08.jpg|thumb|none|601px|Firing the F2000 - the forward-ejected rounds are normally obscured, but strafing to the right makes the casings visible.]]<br />
[[File:1000px-BF3 F2000 Left Side.jpg|thumb|none|601px|The character brings out and gets a quick glance at the loaded rounds in the STANAG during the reload.]]<br />
[[File:BF3 F2000 (5).jpg|thumb|none|600px|Operating the charging handle.]]<br />
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==FN SCAR-H CQC==<br />
The first generation FN Mk 17 Mod 0, or [[FN SCAR-H CQC]], is used by the Engineer kit in multiplayer. A modeling mistake shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.<br />
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[[File:FN_SCAR_-1-.jpg|thumb|none|450px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]<br />
[[File:BF3-SCAR-1.jpg|thumb|none|600px|Blackburn reloads his SCAR-H at the start of "Operation Guillotine." Note that even though the weapon can fire in full-auto, the fire selector switch is set on semi-auto.]]<br />
[[File:Rrt877 mk17.jpg|thumb|none|601px|Approaching a gas station with the SCAR-H]]<br />
[[File:BF3 SCAR-H (2).jpg|thumb|none|601px|Checking the SCAR's sights against the highway.]]<br />
[[File:BF3 SCAR-H (3).jpg|thumb|none|600px|Pulling up the new magazine. This angle doesn't really happen with the SCAR-L reload.]]<br />
[[File:BF3 SCAR-H (4).jpg|thumb|none|600px|Thumbing the bolt release, though with the user's thumb not reaching quite high enough.]]<br />
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==FN SCAR-L==<br />
The first generation FN Mk 16 MOD 0, or [[SCAR-L]], is an assault rifle added in the ''Close Quarters'' expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.<br />
[[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]]<br />
[[File:BF3 SCAR-L (1).jpg|thumb|none|600px|Inspecting a CH-47 crash site with the first gen SCAR-L.]]<br />
[[File:BF3_cq_SCAR_L_Iron.jpg|thumb|601px|none|The SCAR-L's iron sights,]]<br />
[[File:BF3 SCAR-L (3).jpg|thumb|none|600px|The SCAR-L's reload. Note the selector switch is incorrectly set on single fire, but the charging handle is correctly in the locked back position since all rounds were expended. The new magazine is brought up in an odd manner, clipping through the character's fingers.]]<br />
[[file:BF3_CQ_SCAR_l_reload.jpg|thumb|601px|none|Lining in the aluminum mag.]]<br />
[[file:BF3_SCAR_L_bolt.jpg|thumb|601px|none|Pressing the bolt release, which simultaneously sends the charging handle forward with the bolt. The game also correctly animates the reciprocating charging handle when firing the weapon.]]<br />
<br />
==Heckler & Koch G36 ("MG36")==<br />
In the ''Back to Karkand'' expansion pack, a [[Heckler & Koch G36]] with G36C rails, bipods, and Beta C-Mag drums appears as the "MG36"; the actual MG36 did not have such a configuration, and was a rare weapon with a total production run of around 100 units, facts that were even mentioned in the description. Used by the Support kit, the C-Mag is limited to 50+1 and requires the "Extended Magazines" attachment in order to use its full 100+1 capacity.<br />
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[[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]<br />
[[Image:G36 CMag.jpg|thumb|none|450px|Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]<br />
[[Image:BF3-MG36-1.jpg|thumb|none|600px|"MG36" on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]]<br />
[[file:bf3 mg36 idle.jpg|thumb|none|600px|"MG36" idle, with a Beta C-mag that only holds 50 rounds]]<br />
[[file:bf3 mg36 iron.jpg|thumb|none|600px|"MG36"'s iron sights]]<br />
[[file:bf3 mg36 reload1.jpg|thumb|none|600px|Inserting a fresh magazine]]<br />
[[file:bf3 mg36 reload2.jpg|thumb|none|600px|Pulling the charging handle]]<br />
<br />
==Heckler & Koch G36C==<br />
A [[Heckler & Koch G36C]] is seen in single player in the mission "Comrades". It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines.<br />
[[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler & Koch G36C with vertical foregrip - 5.56x45mm]]<br />
[[Image:BF3-G36-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission "Comrades." Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to "safe".]]<br />
[[File:BF3 G36C (1).jpg|thumb|none|600px|A G36C out in Multiplayer, by the Sharqi TV station.]]<br />
[[File:BF3 G36C (2).jpg|thumb|none|600px|The G36C's sight picture.]]<br />
[[File:BF3 G36C (3).jpg|thumb|none|600px|Reloading, with the carbine still fairly level. The charging handle locks back when empty.]]<br />
[[File:BF3 G36C (4).jpg|thumb|none|600px|Chambering the G36C.]]<br />
<br />
==Heckler & Koch G3A3==<br />
The [[G3A3]] is available in both single and multiplayer. It is an actual H&K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.<br />
[[File:G3a3.jpg|thumb|none|450px|Heckler & Koch G3A3 with wide handguard - 7.62x51mm NATO]]<br />
[[File:BF3-G3-1.jpg|thumb|none|600px|Blackburn holds a G3A3 with ACOG scope during the mission "Operation Swordbreaker."]]<br />
[[File:BF3-G3A3-Pickup.jpg|thumb|none|600px|The detailed pick-up icon for the G3A3.]]<br />
[[File:BF3 G3A3 (1).jpg|thumb|none|600px|Overlooking Kharg Island with the G3, Revolutionary Guard style.]]<br />
[[File:Bf3 g3a3 aim.jpg|thumb|none|601px|When aimed, the front sight is just held in a battle position, without being aligned with the rear notch properly.]]<br />
[[File:Bf3 g3a3 reloading 1.jpg|thumb|none|601px|Palming the G3's bolt back when empty.]]<br />
[[File:BF3 G3A3 (4).jpg|thumb|none|600px|Loading in another magazine with the rifle held steady.]]<br />
[[File:BF3 G3A3 (5).jpg|thumb|none|600px|HK-smacking the bolt forward.]]<br />
[[File:Bf3 g3a3 world.jpg|thumb|none|601px|Icon and world model. Note the slightly mispositioned magazine.]]<br />
<br />
==Heckler & Koch HK416==<br />
The [[HK416]] returns from ''Bad Company'' and ''Bad Company 2'' having a 10.4" barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the "M416," seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.<br />
[[File:Heckler and Koch 416.jpg|thumb|none|400px|Heckler & Koch HK416 with 10 inch barrel - 5.56x45mm NATO]]<br />
[[File:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]]<br />
[[File:Bf3 hk416 holding.jpg|thumb|none|601px|A vanilla HK416 in Multiplayer. A minor modeling error is present in the charging handle: the backside of the handle is completely solid. In reality, you would see a slot with the latch showing through on the left side. This mistake is not present in the M4/M16 models, but is present in the M27 and HK417 (both also HK designs).]]<br />
[[File:Bf3 hk416 aim.jpg|thumb|none|601px|Aiming the HK416, again, the front sight isn't aligned in the rear v-notch.]]<br />
[[File:Bf3 hk416 reloading 1.jpg|thumb|none|601px|The tactical reload is performed with the rifle still held straight forward.]]<br />
[[File:BF3 HK416 (4).jpg|thumb|none|600px|It has a bit more of an angle from empty.]]<br />
[[File:BF3 HK416 (5).jpg|thumb|none|600px|About to smack the bolt catch.]]<br />
<br />
==="M417"===<br />
The alleged "M417" Recon class DMR from the ''Close Quarters'' DLC is a functional stand-in for the [[Heckler & Koch HK417]], though the in-game model is the "M416" with an extended rail, heavier profile barrel, and the factory HK stock. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's in-between the two. It has manageable recoil, and comes with a 8x scope by default. The magazines, despite somewhat resemble early-production 20-round HK417 magazines, are simply a shortened STANAG magazine model reused from the "M416". This can be easily seen by looking at the magazine while crawling. <br />
[[File:HK416 20 inch barrel.jpg|thumb|none|450px|Heckler & Koch HK416 with 20 inch barrel - 5.56x45mm NATO]]<br />
[[File:HK417_20MOD.jpg|thumb|450px|none|An actual Heckler & Koch HK417, for comparison - 7.62x51mm NATO]]<br />
[[File:bf3 m417 idle.jpg|thumb|600px|none|The "M417" idle, with no attachments. Like M27 and HK416, the backside of the charging handle is modeled completely solid. The receiver has the same styling as the 416, and the handguard has the 416 style locking nut on the bottom.]]<br />
[[File:bf3 m417 reload1.jpg|thumb|600px|none|It also uses the game's odd set of BUIS rather than the HK sights that the 416 and M27 IAR.]]<br />
[[File:bf3 m417 reload2.jpg|thumb|600px|none|Reloading the alleged 417. The rear of the receiver also matches HK's AR style.]]<br />
[[File:bf3 m417 bolt.jpg|thumb|600px|none|And as with most of the AR-style rifles, the bolt release is smacked.]]<br />
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===XBOW===<br />
An assignment-unlocked gadget introduced in the ''Aftermath'' DLC is the "XBOW," a tactical crossbow made from a defunct HK416. It is available to all classes, and has two variants - one equipped with a Kobra sight, and another equipped with a PKS-07 scope. The XBOW uses standard bolts, and has scan, explosive, and high velocity bolts that can be acquired from other assignments. The fire selector function is used to cycle through bolt types.<br />
[[File:BF3 XBOW (1).jpg|thumb|none|600px|The reflex sight XBOW on Epicenter.]]<br />
[[File:BF3 XBOW (2).jpg|thumb|none|600px|Resetting the bowstring after firing.]]<br />
[[File:BF3 XBOW (3).jpg|thumb|none|600px|And setting in a new arrow.]]<br />
[[File:BF3 XBOW (4).jpg|thumb|none|600px|The "Scan" bolt has something of a miniaturized T-UGS motion sensor mounted as its head.]]<br />
[[File:BF3 XBOW (5).jpg|thumb|none|600px|Loading up an explosive bolt.]]<br />
<br />
==Heckler & Koch HK53==<br />
The [[HK53]] is included in the ''Back to Karkand'' expansion pack as the G53. It was listed in game under its original "HK53" name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.<br />
[[File:H&KHK53-1.jpg|thumb|none|400px|Heckler & Koch HK53 - 5.56x45mm]]<br />
[[File:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version.]]<br />
[[File:Rrt877 hk53.jpg|thumb|none|601px|Out in the Russian deployment zone on Gulf of Oman with the HK53.]]<br />
[[File:BF3 HK53 (2).jpg|thumb|none|600px|Compared to the other HK weapons, its rear sight appears to be set to the 200m setting, with the full peep.]]<br />
[[File:BF3 HK53 (3).jpg|thumb|none|600px|Empty reloads are performed in typical HK fashion.]]<br />
[[File:Rrt877 hk53 reloading.jpg|thumb|none|601px|Lining in a new magazine.]]<br />
[[File:BF3 HK53 (5).jpg|thumb|none|600px|And smacking the bolt forward.]]<br />
<br />
==L85A2==<br />
The [[L85A2]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 as a stand-in for the L123A2, or the M26 MASS.<br />
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]<br />
[[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customization screen.]]<br />
[[file:bf3 l85 idle.jpg|thumb|none|601px|Securing the Veteran's Retreat with an unmodified L85A2. Note the dovetail mount that the rear sight/carry handle is mounted to, which gains a strip of Picatinny when other sights are equipped.]]<br />
[[File:BF3 L85A2 (2).jpg|thumb|none|600px|The L85's tall, somewhat narrow sights.]]<br />
[[File:BF3 L85A2 (3).jpg|thumb|none|600px|Pulling out the STANAG at the start of a reload.]]<br />
[[file:bf3 l85 reload.jpg|thumb|none|601px|The magazine also clips slightly out of the magwell. Bullets are modeled inside on tactical reloads, but not when the magazine is empty.]]<br />
[[file:bf3 l85 bolt.jpg|thumb|none|601px|Clapping the top of the L85A2 to rechamber it - the bolt release is actually lower, and the comma charging handle always appears to be forward during the empty reload. The user's fingers are also phasing through the carry handle.]]<br />
<br />
==Magpul PDR==<br />
The [[Magpul PDR]], a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the "PDW-R" (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.<br />
[[File:MagpulPDR.jpg|thumb|400px|none|Magpul PDR - 5.56x45mm NATO]]<br />
[[Image:BF3-PDR-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's "walking into a fire" plan.]]<br />
[[File:BF3 PDR (0).jpg|thumb|none|600px|The Magpul PDR in multiplayer, on the "Operation 925" level.]]<br />
[[File:BF3 PDR (0.5).jpg|thumb|none|600px|Using the F2000-esque iron sights.]]<br />
[[File:BF3 PDR (1).jpg|thumb|none|601px|The PDR's reload begins with thumbing out the magazine.]]<br />
[[File:BF3 PDR (4).jpg|thumb|none|600px|Holding up an old straight Magpul 20-rounder.]]<br />
[[File:BF3 PDR (2).jpg|thumb|none|601px|Yanking the charging handle.]]<br />
<br />
==QBZ-95B==<br />
The [[QBZ-95B]] is included in the ''Back to Karkand'' expansion pack, and, as a carbine, can be used by the Engineer kit.<br />
[[File:Qbz-95carb s.jpg|thumb|none|400px|Norinco QBZ-95B - 5.8x42mm]]<br />
[[File:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customize menu. The 5.45mm cartridge detail was fixed to 5.8x42mm in an update.]]<br />
[[File:QBZ-95BF3.jpg|thumb|none|601px|A Russian Engineer with the QBZ-95B compact carbine.]]<br />
[[File:BF3 QBZ-95B (2).jpg|thumb|none|600px|Iron sights of the QBZ.]]<br />
[[File:BF3 QBZ-95B (3).jpg|thumb|none|600px|Firing shows the charging handle reciprocating and a spent cartridge can be seen ejecting out.]]<br />
[[File:QBZ-95RELOADBF3.jpg|thumb|none|601px|It reloads in a tacticool style, where a fresh mag is grabbed first and pressed against the spent one.]]<br />
[[File:BF3 QBZ-95B (5).jpg|thumb|none|600px|Loading in the new magazine.]]<br />
[[File:BF3 QBZ-95B (6).jpg|thumb|none|600px|And charging the QBZ-95B.]]<br />
<br />
==SIG SG 553==<br />
The [[SIG SG 553]] appears in ''Battlefield 3'' with a railed handguard. The in-game model has the markings and serial number of a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), suggesting that the model is referenced after said gun, though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in "Comrades", where a police officer exiting the van has one, and the other one being found by the player after the train crashes in "The Great Destroyer".<br />
[[File:SIG SG 553-1 SP.jpg|none|thumb|400px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]<br />
[[File:BF3-SG553-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a SIG SG 553 during the mission "Comrades" as he fights his way through a French police cordon.]]<br />
[[File:BF3 SG553 (1).jpg|thumb|none|600px|A SIG SG 553 carbine out in the snowy Alborz Mountains.]]<br />
[[File:BF3 SG553 (2).jpg|thumb|none|600px|The rear notch that SIG sight drums usually have is missing here, so the front post is just aligned with the open slot's edges.]]<br />
[[File:BF3 SG553 (3).jpg|thumb|none|600px|The SG553 being reloaded. Note the serial numbers being identical to the reference image above.]]<br />
[[File:BF3 SG553 Reload.jpg|thumb|none|601px|Giving the bolt catch a SIG-slap. This shouldn't really work as the bolt release needs to be pushed upwards instead of being pressed like a button.]]<br />
<br />
==Remington ACR==<br />
The [[Remington ACR]] joins the arsenal of ''Battlefield 3'' as part of the ''Close Quarters'' expansion pack and was first seen in the "Ziba Tower" gameplay video. It is named "ACW-R" (likely meaning 'Adaptive Combat Weapon - Rifle') much like the "PDW-R". It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the "ACW-R" in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail.<br />
[[File:Bushmasteracrentry.jpg|thumb|none|450px|Remington ACR - 5.56x45mm NATO]]<br />
[[file:bf3 acr idle.jpg|thumb|601px|none|An "ACW-R" in a Ziba Tower hallway, under some dramatic lighting.]]<br />
[[File:BF3 ACR (2).jpg|thumb|none|600px|A view of the Troy iron sights, facing the other way to give a good view of the textures.]]<br />
[[file:bf3 acr reload 1.jpg|thumb|601px|none|The ACR's non empty reload.]]<br />
[[file:bf3 acr reload 2.jpg|thumb|601px|none|Reloading the PMag from empty.]]<br />
[[file:bf3 acr bolt.jpg|thumb|601px|none|Pressing the bolt release to chamber a new round. A more efficient method would be to use your trigger finger, as the bolt release is ambidextrous. This was most likely done so the player can see the bolt being released.]]<br />
[[File:RussianguywithACR.jpg|thumb|none|500px|A Russian Engineer fires his "ACW-R," note the 14.5" barrel and the correct AAC Blackout flash hider.]]<br />
<br />
==Steyr AUG A3-CQC==<br />
The [[Steyr AUG A3-CQC]] was added in the ''Close Quarters'' expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the "Ziba Tower" gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the "Shepard" assignment which involves 10 squad revives and 30 kills with assault rifles.<br />
[[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]<br />
[[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]]<br />
[[file:bf3 aug idle.jpg|thumb|601px|none|Inside the Donya Fortress courtyard with the AUG A3-CQC.]]<br />
[[file:bf3 aug iron.jpg|thumb|601px|none|The AUG A3's iron sights.]]<br />
[[file:bf3 aug reload.jpg|thumb|601px|none|Reloading the waffle magazine.]]<br />
[[file:BF3 AUG A3 (4).jpg|thumb|601px|none|Pressing the bolt release.]]<br />
<br />
==IMI MTAR-21==<br />
The [[IMI MTAR-21]] is a carbine added in the ''Close Quarters'' expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.<br />
[[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]<br />
[[file:bf3 mtar idle.jpg|thumb|none|601px|The IMI MTAR-21 in the lobby of the 925 building.]]<br />
[[File:BF3 MTAR-21 (2).jpg|thumb|none|600px|It uses the flattop's built in front sight and a MaTech rear sight. The right side rail is just visible, used to mount the taclight or laser.]]<br />
[[file:bf3 mtar reload1.jpg|thumb|none|601px|The MTAR-21's standard reload is performed with the carbine held to the right, similar to the other bullpups.]]<br />
[[file:bf3 mtar reload2.jpg|thumb|none|601px|However, the magazine change is done differently when empty. The charging handle is shown in the rear position with the bolt locked back - though the real MTAR's charging handle is non-reciprocating, it can fall back onto the locked bolt if held upwards like this.]]<br />
[[file:bf3 mtar bolt.jpg|thumb|none|601px|Pressing the bolt release, which sends the bolt and charging handle forward.]]<br />
<br />
==Dog Tag Weapons==<br />
===M16A1===<br />
The Dog Tag awarded for 500 kills with the M320/GP-30 shows an [[M203]] mounted to an [[M16A1]], complete with the heatshield handguard.<br />
<br />
===M16A2===<br />
The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an [[M16A2]] instead.<br />
<br />
===FAMAS===<br />
A [[FAMAS]] (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.<br />
<br />
===FN F2000===<br />
The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.<br />
[[Image:Bf3 dogtag fn f2000 GL-1.jpg|thumb|none|400px|FN F2000 + FN GL-1. 100 kill.]]<br />
<br />
===FN Mk 16 Mod 0 (SCAR-L)===<br />
100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the ''Close Quarters'' DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.<br />
[[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|400px]]<br />
<br />
===Heckler & Koch HK416===<br />
[[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler & Koch HK416 + M203. 100 kill.]]<br />
[[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler & Koch HK416. 500 kill.]]<br />
{{Clear}}<br />
===SIG SG 553===<br />
[[Image:Bf3 dogtag sg 553.jpg|thumb|none|400px|SIG SG 553. 100 kill.]]<br />
<br />
=Machine Guns=<br />
==Heckler & Koch M27 IAR==<br />
The [[Heckler & Koch M27 IAR]] is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct 16" barrel for the version is shown, the handguard simply covering less of it (though the original short gas system and front sight are retained).<br />
[[File:H&K M27 IAR.jpg|thumb|none|450px|Heckler & Koch M27 IAR - 5.56x45mm NATO]]<br />
[[File:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission "Kaffarov."]]<br />
[[File:Rrt877 iar.jpg|thumb|none|601px|A Marine patrols Karkand with the M27 IAR. The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.]]<br />
[[File:BF3 M27 IAR (2).jpg|thumb|none|600px|Interestingly, the front sight post appears to be a bit higher when aiming with the M27's iron sights compared to the standard HK416 carbine.]]<br />
[[File:BF3 M27 IAR (3).jpg|thumb|none|600px|It reloads in the same manner as well.]]<br />
[[File:BF3 M27 IAR (4).jpg|thumb|none|600px|Palming the bolt catch.]]<br />
[[File:BF3 M27 IAR (5).jpg|thumb|none|600px|Right side of the M27 while deployed and firing; the dust cover remains shut.]]<br />
<br />
==LSAT Light Machine Gun==<br />
The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to ''Battlefield 3'' through the ''Close Quarters'' expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the "Point Blank" assignment, which involves 10 kills with C4 and 10 knife takedowns.<br />
[[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]]<br />
[[Image:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle]]<br />
[[Image:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]]<br />
[[Image:bf3 lsat reload1.jpg|thumb|none|600px|Pulling the charging handle to empty the chamber]]<br />
[[Image:bf3 lsat reload2.jpg|thumb|none|600px|Removing the ammo box]]<br />
[[Image:bf3 lsat reload3.jpg|thumb|none|600px|Feeding the ammo belt into the chamber]]<br />
<br />
==M240B==<br />
The [[M240B]] appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The weapon features a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.<br />
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO]]<br />
[[File:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]]<br />
[[File:BF3 M240B.jpg|thumb|none|601px|Hoisting up a M240B at the Oman construction site.]]<br />
[[File:BF3 M240 (1).jpg|thumb|none|601px|Inspecting discarded MRE boxes with the M240B. The ammo box is fictional; it would block the ejection port in real life, and couldn't possibly be attached at all in reality because the M240B lacks the necessary parts to attach an ammo box on its bottom. The weapon is correctly shown only ejecting links to the right side, though.]]<br />
[[File:BF3 M240 (2).jpg|thumb|none|601px|Setting the M240 up top.]]<br />
[[File:BF3 M240 (3).jpg|thumb|none|601px|The view down the MG's iron sights.]]<br />
[[File:BF3 M240B (4).jpg|thumb|none|600px|Reloads start with a running of the charging handle.]]<br />
[[File:BF3 M240B (5).jpg|thumb|none|600px|Placing the belt into the feed tray.]]<br />
[[File:BF3 M240B (6).jpg|thumb|none|600px|Giving the top cover a smack to close it shut.]]<br />
<br />
==M249==<br />
An [[M249]] is featured in the game, identified by its STANAG magazine well. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0. This configuration is typical of Airsoft "Mk 46" guns which have Mk 46 features but retain their STANAG wells.<br />
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]<br />
[[File:Mk 46 Mod 0.jpg|thumb|none|450px|Mk 46 Mod 0 - 5.56x45mm]]<br />
[[Image:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]]<br />
[[Image:BF3-SAW-1.jpg|thumb|none|600px|Blackburn sets up the bipod of his SAW.]]<br />
[[File:BF3 M249 (1).jpg|thumb|none|600px|Equipping the M249 in Multiplayer, in the central Karkand area.]]<br />
[[File:BF3 M249 (2).jpg|thumb|none|600px|The vanilla M249 in idle. The Marine here is probably wondering why it has a green temperate camo despite being in a desert city.]]<br />
[[File:BF3 M249 (3).jpg|thumb|none|600px|The SAW's iron sights.]]<br />
[[File:BF3 M249 (4).jpg|thumb|none|600px|Operating the charging handle at the start of a reload.]]<br />
[[File:BF3 M249 (5).jpg|thumb|none|600px|Popping open the M249's action.]]<br />
[[File:BF3 M249 (6).jpg|thumb|none|600px|Reloading the cloth belt box.]]<br />
[[File:BF3 M249 (7).jpg|thumb|none|600px|The right side of the deployed SAW, showing it has a KAC cover on the right rail.]]<br />
<br />
==M60E4==<br />
The [[M60E4]] is the last MG to be unlocked in the Support kit. <br />
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]<br />
[[File:BF3-M60-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.]]<br />
[[File:BF3 M60E4 (1).jpg|thumb|none|600px|A Marine stands next to a modernized Huey with his modernized M60, wondering if history tends to parallel itself.]]<br />
[[File:BF3 M60E4 (2).jpg|thumb|none|600px|Aiming the M60E4, the front sight is just a bit high.]]<br />
[[File:BF3 M60E4 (3).jpg|thumb|none|600px|Operating the charging handle at the start of a reload.]]<br />
[[File:BF3 M60E4 (4).jpg|thumb|none|600px|The top cover open...]]<br />
[[File:BF3 M60E4 (5).jpg|thumb|none|600px|...and reloading the belt box.]]<br />
[[File:BF3 M60E4 (6).jpg|thumb|none|600px|Setting the M60E4 upon some sandbags. The carry handle is visible here, unlike the other belt-fed machine guns, the M60 lacks the distinct draw animation.]]<br />
<br />
==QJB-95==<br />
The [[Norinco QBZ-95|QJB-95]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs. QJB-95 is called "QBB-95" in the game, which is a common mistake.<br />
[[Image:QBB95ds.jpg|thumb|none|450px|QJB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]]<br />
[[Image:BF3-QBB95-1.jpg|thumb|none|600px|QJB-95 on the customize menu. As with the other Karkand weapons, the caliber was corrected in an update.]]<br />
[[file:bf3 qbb95 idle.jpg|thumb|none|601px|Overlooking a fountain with the QJB-95.]]<br />
[[File:BF3 QJB-95 (2).jpg|thumb|none|600px|Aiming the QJB-95.]]<br />
[[file:bf3 qbb95 reload.jpg|thumb|none|601px|Reloading a fresh drum magazine into the QJB-95. The carry handle somewhat resembles the QJB-95-1 variant.]]<br />
[[file:bf3 qbb95 charge.jpg|thumb|none|601px|Pulling the charging handle.]]<br />
[[File:BF3 QJB-95 (5).jpg|thumb|none|600px|Right side of the QJB deployed on its bipod.]]<br />
<br />
==QJY-88==<br />
The [[Norinco QJY-88]] returns from ''Bad Company 2'', once again called the "Type 88". This isn't wrong per se (the weapon is named "Type 88 GPMG" in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper "QB" designations.<br />
[[Image:Type88gpmg2.jpg|thumb|450px|none|Norinco QJY-88 - 5.8x42mm]]<br />
[[File:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]]<br />
[[File:BF3 QJY-88 (1).jpg|thumb|none|600px|Drawing the QJY-88 out on a firebase on the vast Bandar Desert.]]<br />
[[File:BF3QJY-88.jpg|thumb|none|601px|The QJY-88 idle at the hip.]]<br />
[[File:BF3 QJY-88 (3).jpg|thumb|none|600px|Deploying the MG upon the Hesco barricade.]]<br />
[[File:BF3 QJY-88 (4).jpg|thumb|none|600px|The QJY's iron sights. The rear sight is affixed to a rail, which is used to mount optics.]]<br />
[[File:BF3 QJY-88 (5).jpg|thumb|none|600px|The bolt is pulled back at the start of reloads.]]<br />
[[File:Bf3QJY-88reload.jpg|thumb|none|601px|Removing a used, though not empty belt box.]]<br />
[[File:BF3 QJY-88 (7).jpg|thumb|none|600px|And about to latch in a new one, followed by setting in the 5.8mm belt and closing the top cover.]]<br />
<br />
==PKP Pecheneg==<br />
The [[PKP Pecheneg]] appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.<br />
[[File:Pecheneg.jpg|thumb|450px|none|PKP Pecheneg machine gun with ammo box - 7.62x54mmR]]<br />
[[File:BF3-PKP-1.jpg|thumb|none|600px|Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in "Operation Guillotine."]]<br />
[[File:BF3-PKP-2.jpg|thumb|none|600px|Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors. Note that the non-disintegrating belt of the PKP has been portrayed as a disintegrating belt.]]<br />
[[File:BF3 PKP (1).jpg|thumb|none|600px|Eqiupping the PKP involves dragging it onscreen with the right arm around the distinct Pecheneg carry handle/heat shield. So much of the Russian gunner's right arm is extended out that his armpit is absent at the bottom right here.]]<br />
[[File:BF3 PKP (2).jpg|thumb|none|600px|The PKP, shouldered.]]<br />
[[File:BF3 PKP (3).jpg|thumb|none|600px|Iron sights.]]<br />
[[File:BF3 PKP (4).jpg|thumb|none|600px|Pulling the bolt back at the start of a reload.]]<br />
[[File:BF3 PKP (5).jpg|thumb|none|600px|Popping open the top cover.]]<br />
[[File:BF3 PKP (6).jpg|thumb|none|600px|Reloading the 100-round belt box.]]<br />
[[File:BF3 PKP (7).jpg|thumb|none|600px|Deploying the PKP's bipod - it uses the PKM style of bipod; the Pecheneg's bipod is affixed to the front sight as seen in the reference image.]]<br />
<br />
==RPK==<br />
The [[RPK light machine gun]] is the starting weapon for the Russian Support class. It is referred to in game as an "[[RPK light machine gun#RPK-74|RPK-74M]]", a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.<br />
<br />
[[File:RPK lmg.jpg|thumb|none|450px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]<br />
[[File:rpk74m.jpg|thumb|none|450px|An actual RPK-74M with 45-round box magazine for comparison - 5.45x39mm]]<br />
[[File:BF3-RPK-1.jpg|thumb|none|600px|Blackburn holds an RPK equipped with a Kobra reflex sight during "Uprising."]]<br />
[[File:BF3-RPK-2.jpg|thumb|none|600px|Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.]]<br />
[[File:BF3-RPK-3.jpg|thumb|none|600px|Reloading an RPK fitted with a janky Harris bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.]]<br />
[[File:BF3 RPK (1).jpg|thumb|none|600px|Observing an oil pipeline at Kharg Island with the RPK.]]<br />
[[File:BF3 RPK (2).jpg|thumb|none|600px|The RPK's sights, though they lack the windage adjustment knob.]]<br />
[[File:BF3 RPK (3).jpg|thumb|none|600px|Pulling out the extended metal AK magazine.]]<br />
[[File:BF3 RPK (4).jpg|thumb|none|600px|A good view of modeled cartridges are visible while loading in the new mag.]]<br />
[[File:BF3 RPK (5).jpg|thumb|none|600px|Charging the RPK underhanded style.]]<br />
<br />
==L86A1==<br />
The [[Enfield L86A1]] is a weapon added as a part of the ''Close Quarters'' DLC. In game it's named the "L86A2" and features a 45+1 magazine, despite being modelled with a 30 round one. Like in [[Call of Duty: Modern Warfare 2]] its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.<br />
[[File:SA80-L86A1.jpg|thumb|none|450px|Enfield L86A1 - 5.56x45mm NATO]]<br />
[[file:bf3 l86a2 idle.jpg|thumb|601px|none|The "L86A2" idle. Unlike the L85A2, the dovetail mount is used for all sights.]]<br />
[[File:BF3 L86A1 (2).jpg|thumb|none|600px|Aiming with the same sights as the L85A2.]]<br />
[[file:bf3 l86a2 reload.jpg|thumb|601px|none|Reloading - the magazine lacks a modeled interior, and the tile can be seen through it.]]<br />
[[File:bf3 l86a2 bolt.jpg|thumb|601px|none|Slapping the bolt release to chamber a new round]]<br />
[[File:BF3 L86A1 (5).jpg|thumb|none|600px|Right side of the L86 while deployed, showing that it is an A1 variant.]]<br />
<br />
==Dog Tag Weapons==<br />
===MG36===<br />
Despite the fact that BF3's "MG36" is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting 500 kills with it.<br />
<br />
=Sniper Rifles=<br />
Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.<br />
<br />
==Accuracy International AWM-F==<br />
The [[Accuracy International AWM|Accuracy International AWM-F]] is included in the ''Back to Karkand'' expansion pack as the "L96" (the British designation of the Accuracy International Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. At any rate, the game treats it like an L96; its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua, and it has the former's 10-round capacity instead of the latter's 5. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. <br />
[[File:Accuracy International AWM.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Winchester Magnum]]<br />
[[File:AI AW G22.jpg|thumb|400px|none|G22 (AWM-F) - .300 Winchester Magnum]]<br />
[[File:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customise menu.]]<br />
[[File:bf3 l96 idle.jpg|thumb|none|600px|The "L96" idle with iron sights. The front sight is from the G22, and is not removed when a scope is mounted. Originally, the full set of the ''BF3'''s standard F2000-esque RIS sights was used on the top rail, with a comically short sight radius. The RIS front sight was removed in an update, but this didn't account for the G22's front sight, and shot placement was off. A further patch corrected the iron sights to work as intended.]]<br />
[[File:BF3 AWM (2).jpg|thumb|none|600px|Aiming, with the G22 style front sight in correct use.]]<br />
[[File:BF3 AWM (3).jpg|thumb|none|600px|Working the AW's action after firing a shot; note that the entire bolt incorrectly rotates (as opposed to just the bolt handle and the main bolt body). This does at least give a good view of the safety, which is correctly off.]]<br />
[[File:BF3 AWM (4).jpg|thumb|none|600px|Depolying a kitted out AWM-F atop the Oman Hotel.]]<br />
[[File:BF3 AWM (5).jpg|thumb|none|600px|The AWM as idle on the bipod. The image through the scope lacks magnification until it is actually aimed through...]]<br />
[[File:bf3 l96 reload 1.jpg|thumb|none|600px|...as seen here.]]<br />
[[File:bf3 l96 reload 2.jpg|thumb|none|600px|Reloading the AWM.]]<br />
[[File:bf3 l96 reload 3.jpg|thumb|none|600px|Chambering the rifle. Here, the issues with the back end of the bolt rotating are apparent - the corner visibly (if subtly) clips through the receiver.]]<br />
<br />
==Barrett M98B==<br />
The [[Barrett M98B|M98B]] is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.<br />
[[File:Barrett M98B.jpg|thumb|none|500px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]<br />
[[File:BF3-98B-1.jpg|thumb|none|601px|Looking at the coastal construction site with the Barret M98B on Bandar Desert.]]<br />
[[File:BF3-98B-2.jpg|thumb|none|601px|Working the 98B's action, with a spent cartridge just visible past the scope.]]<br />
[[File:BF3-98B-3.jpg|thumb|none|601px|Removing the magazine...]]<br />
[[File:BF3-98B-4.jpg|thumb|none|601px|...and loading in a new one.]]<br />
<br />
==Barrett M107==<br />
The [[Barrett M107]] appears in the game, but it is exclusive to the singleplayer; it's absence in BF3's multiplayer could be chalked up to difficulty with balancing the weapon properly. The M107 with an AN/PAS-13D thermal scope only appears in the singleplayer level "Kaffarov", where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to.<br />
[[File:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]]<br />
[[File:BF3-Barrett-1.jpg|thumb|none|600px|In the room ''before'' Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.]]<br />
[[File:BF3-Barrett-2.jpg|thumb|none|600px|On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine very badly wanting to be the pistol grip.]]<br />
[[File:BF3-SV98-1.jpg|thumb|none|600px|"Thank you, I had no idea why I was carrying that."]]<br />
[[File:BF3 M107 Idle.jpg|thumb|none|600px|The M107 in idle.]]<br />
[[File:BF3 M107 MidReload 1.jpg|thumb|none|600px|Swapping magazines during a reload]]<br />
[[File:BF3 M107 MidReload 2.jpg|thumb|none|600px|About to rock in a new one.]]<br />
[[File:BF3 M107 MidReload 3.jpg|thumb|none|600px|Working the M107's action.]]<br />
[[File:Bf3 barrett m107 world.jpg|thumb|none|600px|World model of the M107.]]<br />
<br />
==Knight's Armament SR-25/Mk 11 Mod 0==<br />
The [[Knight's Armament SR-25]] appears in BF3 under the name Mk 11 Mod 0, its US Navy designation. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.<br />
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]<br />
[[File:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission "Operation Swordbreaker".]]<br />
[[File:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission "Night Shift".]]<br />
[[File:BF3-Mk 11-1.jpg|thumb|none|601px|A Marine sniper stands out on the high part of Damavand Peak with a basic Mk 11.]]<br />
[[File:BF3-Mk 11-2.jpg|thumb|none|601px|The Mk 11's ADS with the strange BUIS.]]<br />
[[File:BF3-Mk 11-3.jpg|thumb|none|601px|After kitting out his rifle and hunting nothing, he reloads his rifle...]]<br />
[[File:BF3 Mk 11 (4).jpg|thumb|none|600px|...and hits the bolt-release. Note that the fire-selector is set to safe.]]<br />
[[File:Bf3 mk11 mod 0 world.jpg|thumb|none|601px|Icon and world model for the Mk 11 Mod 0.]]<br />
<br />
==M14 (in Sage chassis)==<br />
An [[M14]] in a Sage chassis appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the [[M39 Enhanced Marksman Rifle|M39 EMR]]. It is unlocked when the player receives 58,000 Co-Op Score.<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]<br />
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]]<br />
[[File:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]]<br />
[[File:BF3 M39 EMR (1).jpg|thumb|none|600px|A US Marine Recon overlooks the Sharqi construction site with a default "M39 EMR."]]<br />
[[File:BF3 M39 EMR (2).jpg|thumb|none|600px|It has a rather thin rear sight, with two illumination dots.]]<br />
[[File:Rrt877 ebr reloading.jpg|thumb|none|601px|The M14's reload.]]<br />
[[File:BF3 M39 EMR (4).jpg|thumb|none|600px|Letting go of the charging handle at the end of an empty reload.]]<br />
<br />
==MKEK JNG-90==<br />
The [[MKEK JNG-90]] was included for the Recon class in the ''Close Quarters'' expansion pack. To acquire it, the player would have to complete an assignment.<br />
[[File:JNG-90.jpg|thumb|none|450px|MKEK JNG-90 - 7.62x51mm NATO]]<br />
[[File:bf3 jng idle.jpg|thumb|none|601px|The MKEK JNG-90 fitted with an AN/PAS-13D scope.]]<br />
[[File:BF3 JNG-90 (2).jpg|thumb|none|600px|Cycling the JNG - a spent casing is absent.]]<br />
[[File:bf3 jng reload1.jpg|thumb|none|601px|Pulling back the bolt]]<br />
[[File:bf3 jng reload2.jpg|thumb|none|601px|Inserting the tiny, flat new magazine]]<br />
[[File:bf3 jng reload3.jpg|thumb|none|601px|Pushing the bolt back into place. The JNG-90 seems to use the same reload animation as the L96.]]<br />
<br />
==Norinco NDM-86==<br />
The .308 variant of the [[Norinco NDM-86]] returns from ''[[Battlefield Play4Free]]'', once again appearing as the ''[[SVD]]''. It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.<br />
[[File:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]]<br />
[[File:BF3 NorincoNDM Multi.jpg|thumb|none|601px|A NDM-86 with iron sights on Operation Firestorm.]]<br />
[[File:BF3 SVD (1).jpg|thumb|none|601px|Iron sights of the NDM-86, which have a rather wide rear notch and illuminated bits.]]<br />
[[File:BF3 SVD (2).jpg|thumb|none|601px|Rocking in a magazine. Note that it is straight, indicating that this is a .308 NDM-86 and not a genuine SVD.]]<br />
[[File:BF3 SVD (3).jpg|thumb|none|601px|Releasing the bolt (it properly locks back upon empty).]]<br />
[[File:BF3 SVD (4).jpg|thumb|none|601px|The SVD with a PSO-1 scope.]]<br />
[[File:BF3 SVD (5).jpg|thumb|none|600px|The PSO's scope reticle.]]<br />
<br />
==Norinco QBU-88==<br />
The [[Norinco QBU-88]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Recon kit.<br />
[[File:Qbu-88-0.jpg|thumb|none|450px|Norinco QBU-88 - 5.8x42mm]]<br />
[[File:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customization screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]]<br />
[[File:Bf3 Qbu 88 idle.jpg|thumb|none|601px|A Russian soldier secures the Karkand shipping containers with his iron-sighted and bipod-ed QBU-88. It has a spotted camouflage finish.]]<br />
[[File:BF3 QBU-88 (2).jpg|thumb|none|600px|View through the QBU's rather obtrusive sights.]]<br />
[[File:bf3 qbu 88 reload.jpg|thumb|none|601px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, as seen here.]]<br />
[[File:BF3 QBU-88 (4).jpg|thumb|none|600px|Loading in the new short magazine.]]<br />
[[File:bf3 qbu 88 bolt.jpg|thumb|none|601px|Charging the QBU.]]<br />
[[File:BF3 QBU-88 (6).jpg|thumb|none|600px|Right side of a deployed QBU-88.]]<br />
<br />
==Remington M40A5==<br />
The [[M40A5|Remington M40A5]] is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.<br />
[[File:M40A5.jpg|thumb|none|450px|Remington M40A5 with Harris bipod - 7.62x51mm NATO]]<br />
[[File:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission "Night Shift."]]<br />
[[File:BF3 M40A5 (1).jpg|thumb|none|600px|A vanilla M40A5 in Multiplayer, with the game's standard set of BUIS.]]<br />
[[File:BF3 M40A5 (2).jpg|thumb|none|600px|Working the bolt after shooting at nothing in particular.]]<br />
[[File:BF3 M40A5 (3).jpg|thumb|none|600px|The M40 now set up with a proper scope and bipod, out on the snowy hillside.]]<br />
[[File:BF3 M40A5 (4).jpg|thumb|none|600px|The view through the 6x scope.]]<br />
[[File:BF3 M40A5 (5).jpg|thumb|none|600px|Reloading the M40A5 - the standard reload is performed with the left hand.]]<br />
[[File:BF3 M40A5 (6).jpg|thumb|none|600px|However, from empty, the sniper uses his right hand.]]<br />
[[File:BF3 M40A5 (7).jpg|thumb|none|600px|Chambering the bolt.]]<br />
<br />
==SV-98==<br />
The [[SV-98]] returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.<br />
[[File:SV98.jpg|thumb|none|450px|SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR]]<br />
[[File:BF3-SV98-1.jpg|thumb|none|600px|During an extremely confusing QTE, an enemy sniper holds an SV-98.]]<br />
[[File:BF3 SV98.jpg|thumb|none|601px|A barebones SV-98 out on Kaisar Railroad.]]<br />
[[File:BF3 SV-98 (2).jpg|thumb|none|600px|The SV-98's iron sights.]]<br />
[[File:BF3 SV-98 (3).jpg|thumb|none|600px|It has a somewhat dramatic bolt cycling animation. A spent steel cartridge is visible just behind the right hand.]]<br />
[[File:BF3 SV-98 (4).jpg|thumb|none|600px|And now equipped with the PKS-07 scope and a bipod.]]<br />
[[File:BF3 SV-98 (5).jpg|thumb|none|600px|The PKS-07's scope reticle against the sky.]]<br />
[[File:BF3SV98reload.jpg|thumb|none|601px|Reloading the sniper rifle.]]<br />
<br />
==Zastava M59/66==<br />
The Yugoslavian [[Zastava M59/66|M59/66]] variant of the [[SKS]] appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.<br />
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]<br />
[[File:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customise menu.]]<br />
[[File:BF3 SKS.jpg|thumb|none|600px|The player character in multiplayer holds an M59/66 SKS as he ponders if there might be a tank nearby.]]<br />
[[File:BF3 SKS (1).jpg|thumb|none|601px|Out in the Kaisar woods with the Tapco M59/66.]]<br />
[[File:BF3 SKS (2).jpg|thumb|none|601px|The iron sights have a red illuminated front post and marking on the rear.]]<br />
[[File:BF3 SKS (3).jpg|thumb|none|601px|Reloading the Tapco magazine while empty. While the game allows for non-empty reloads with the bolt forward, it has to be held back in order to remove Tapco magazines, and cannot really +1 in the chamber.]]<br />
[[File:BF3 SKS (4).jpg|thumb|none|600px|As with the SVD, the character over-hands the charging handle to rechamber the SKS.]]<br />
<br />
=Launchers=<br />
==FGM-148 Javelin==<br />
The [[FGM-148 Javelin|Javelin]] appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during "Operation Guillotine;" here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.<br />
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]<br />
[[Image:BF3-Javelin-1.jpg|thumb|none|600px|Harassed by tanks during "Operation Guillotine," Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.]]<br />
[[Image:BF3-Javelin-2.jpg|thumb|none|600px|Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.]]<br />
[[File:BF3 Javelin (1).jpg|thumb|none|600px|A USMC Javelin operator prepares to dish out some disproportionate retribution on some tumbleweeds for giving him allergies.]]<br />
[[File:BF3 Javelin (2).jpg|thumb|none|600px|The CLU's sights as drawn on a T-90 instead.]]<br />
[[File:BF3 Javelin (3).jpg|thumb|none|600px|The Direct Attack light lit up, as seen with the HUD enabled.]]<br />
<br />
==GP-30==<br />
If the M320 is mounted to a Russian weapon (namely the AEK-971, AK-74M, and AN-94) through the Underslung Rail attachment, it instead becomes a [[GP-30]]. It is correctly depicted firing VOG-25 caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters.<br />
[[File:GP-30.jpg|thumb|none|350px|GP-30 - 40mm]]<br />
[[File:GP-30BF3.jpg|thumb|none|601px|The GP-30 mounted on the AK-74.]]<br />
[[File:BF3 GP-30 (2).jpg|thumb|none|600px|The GP-30 in use. Underbarrel launchers lack any sights to flick open, compared to the prior games.]]<br />
[[File:BF3 GP-30 (3).jpg|thumb|none|600px|And as such, aiming is done by zooming in on the crosshair, if it was present with the HUD.]]<br />
[[File:BF3 GP-30 (4).jpg|thumb|none|600px|Reloading a correctly modeled VOG round after its predecessor does some rather impressive damage on the homestead.]]<br />
<br />
==Heckler & Koch M320==<br />
The [[Heckler & Koch M320]] is the standard grenade launcher of ''Battlefield 3''. The M320 can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone. It can fire standard HE, buckshot, or smoke rounds. ''Close Quarters'' DLC added a "LVG" round for the M320; the name stands for "Low-velocity grenade" (and it does fly slower than the other grenade variants), but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls.<br />
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler & Koch M320 with optional telescoping stock - 40x46mm]]<br />
[[Image:BF3-M320-1.jpg|thumb|none|600px|Blackburn holds a standalone M320 at the start of "Operation Guillotine." This appears to be randomly dropped by US infantry in this area.]]<br />
[[Image:BF3-M320-2.jpg|thumb|none|600px|As usual for an FPS protagonist, Blackburn is of the "pick a random notch and use it like a regular iron sight" school of leaf sight use.]]<br />
[[Image:BF3-M320-3.jpg|thumb|none|600px|Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.]]<br />
[[Image:BF3-M320-4.jpg|thumb|none|600px|Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the "spent" round; there appears to only be one grenade round model, so the fired round is shown unfired.]]<br />
<br />
==M224 Mortar==<br />
At the start of "Operation Guillotine," Blackburn is tasked with briefly carrying an [[M224 Mortar]] as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it impossible to actually fire.<br />
[[File:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]<br />
[[File:BF3 M224 (1).jpg|thumb|none|600px|Blackburn hands off an illumination round to Campo after setting up the M224.]]<br />
[[File:BF3 M224 (2).jpg|thumb|none|600px|And Campo drops in the warhead.]]<br />
[[File:BF3-M224-1.jpg|thumb|none|601px|Watching Montes and Campo fire more rounds after setting up the mortar.]]<br />
<br />
==Mk 153 SMAW==<br />
The [[Mk 153 SMAW]] appears as the American Engineer's unguided rocket launcher.<br />
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]<br />
[[File:BF3 SMAW.jpg|thumb|none|601px|Looking upon a guard tower with the MK 153 SMAW at the Kharg beachhead.]]<br />
[[File:BF3 SMAW (2).jpg|thumb|none|600px|Using the SMAW's sights.]]<br />
[[File:BF3 SMAW (3).jpg|thumb|none|600px|Reloading after turning the tower into something more of an unglorified platform.]]<br />
<br />
==Pansarskott m/86==<br />
The Pansarskott m/86, a Swedish version of the [[M136 AT4]] with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an "RPG".<br />
[[Image:Pskott86.jpg|thumb|none|400px|Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm]]<br />
[[Image:BF3-AT4-3.jpg|thumb|none|600px|Blackburn readies a Pansarskott m/86 as the squad try to take out a sniper hidden in a hotel. Note the rear sight: the larger 7mm peephole used here is only really supposed to be used in low visibility conditions, and under the clear conditions shown, the scythe-like "leaf blade" should be rotated to bring the 2mm peephole in line with the 7mm peephole.]]<br />
[[Image:BF3-AT4-2.jpg|thumb|none|600px|The results of using it are fairly predictable. "Good effect on target!"]]<br />
[[Image:BF3-AT4-1.jpg|thumb|none|600px|Throughout the campaign, Matkovic carries a Pansarskott m/86 on his back.]]<br />
<br />
==RPG-7V2==<br />
The [[RPG-7]] is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm. <br />
<br />
The weapon's Battlelog description states that it fires "GP-7VL" rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades. <br />
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
[[Image:BF3-RPG7-1.jpg|thumb|none|600px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]]<br />
[[Image:Rrt877 rpg.jpg|thumb|none|601px|A Russian engineer resists the urge to detonate the local gas station.]]<br />
[[File:BF3 RPG-7 (2).jpg|thumb|none|600px|The iron sights are fairly identical to ''Bad Company 2: Vietnam'' and ''MoH'' 2010, other than the front sight is slightly reshaped.]]<br />
[[Image:Rrt877 rpg reloading.jpg|thumb|none|601px|Reloading PG-7V warhead - the white crates tanked the last round for the garage.]]<br />
<br />
==SA-7 Grail==<br />
The [[SA-7 Grail]] appears as the Russian Engineer's anti-air launcher, misnamed as an [[SA-18 Grouse]] (Russian: 9K38 Igla). As in the previous ''Battlefield'' games the name is given as "SA-18 Igla", using the US designation, but the Russian nickname.<br />
[[File:800px-SA-7.jpg|thumb|none|450px|SA-7 Grail launcher and missile - 72mm]]<br />
[[Image:BF3BL9K38.jpg|thumb|none|350px|Battlelog render of the SA-7.]]<br />
[[File:BF3 Grail (1).jpg|thumb|none|600px|Equipping the SA-7 involves flicking out the rear sight.]]<br />
[[File:BF3 SA18 Multi.jpg|thumb|none|601px|The SA-7 shouldered out in the Sabalan snow.]]<br />
[[File:BF3 Grail (3).jpg|thumb|none|600px|Aiming at the refinery flare as he wonders if that heat source could be locked on to.]]<br />
<br />
==Training Set Guided Missile M134==<br />
The "[[FIM-92 Stinger]]" in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has "Tracking rainer" written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission "Rock and a Hard Place." As is normal in videogames, the iron sight is depicted as a digital sight complete with lock-on target boxes.<br />
<br />
Amusingly, the "TRACKING RAINER" mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these "weapons" were proof that the United States had been supplying military aid to the Ukrainian government.<br />
<br />
[[Image:M134 Stinger.jpg|thumb|none|450px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]<br />
[[Image:Trainer-v-BCU.jpg|thumb|none|450px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]<br />
[[Image:BF3-Stinger-1.jpg|thumb|none|600px|Finding himself under attack from an Su-25 "Frogfoot" ground-attack plane, Blackburn searches the wreckage of an M1161 "Growler" ITV. Thankfully, the Stinger stunt double is apparently made of stronger stuff than the light vehicle which exploded with it inside. The weapon resting on its unfolded IFF antenna cannot be good for it. Note the training battery projecting from the bottom of the gripstock.]]<br />
[[Image:BF3-Stinger-2.jpg|thumb|none|600px|Quickly grabbing the "Stinger", Blackburn has one last look in completely the wrong direction...]]<br />
[[Image:BF3-Stinger-5.jpg|thumb|none|600px|...before sighting up the Su-25 and locking on, struggling not to go blind.]]<br />
[[Image:BF3-Stinger-3.jpg|thumb|none|600px|The Frogfoot, clearly taking the alleged Stinger extremely seriously, apparently decides to take its own life; while sometimes it will only start smoking after being hit, other times, as here, it will not even wait for the missile to hit it.]]<br />
[[Image:BF3-Stinger-4.jpg|thumb|none|600px|Blackburn holds another "Stinger" as the Frogfoot manages one last dramatic flyby. "I regret nothing!"]]<br />
<br />
==Dog Tag Weapons==<br />
===GL1===<br />
The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.<br />
<br />
===M203===<br />
The [[M203]] appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the ''Bad Company'' series.<br />
<br />
=Explosives=<br />
<br />
==M15 Anti-Tank mine==<br />
The [[M15 anti-tank mine]] can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, magnum-revolver gunfire, and sniper rounds. FRAG-12 rounds also work against them. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.<br />
<br />
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]<br />
[[File:BF3 ATMine Multi.jpg|thumb|none|601px|Drawing a mine involves twisting the arming cap.]]<br />
[[File:BF3 M15 AT (2).jpg|thumb|none|600px|A pair of M15 mines deployed. The rightward one is somewhat covered by the tire track decal floating off the terrain proper, giving it the illusion of being half-buried.]]<br />
<br />
==M18A1 Claymore==<br />
[[M18A1 Claymore]] anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation.<br />
[[Image:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]<br />
[[File:BF3 M18 Claymore (1).jpg|thumb|none|600px|Preparing to deploy a Claymore in an alley in Karkand.]]<br />
[[File:BF3 M18 Claymore (2).jpg|thumb|none|600px|Getting a look at a deployed Claymore while crawling with another, which results in some wonky perspective issues.]]<br />
<br />
==M67 Hand Grenade==<br />
The [[M67 hand grenade]] is the primary grenade seen in ''Battlefield 3'', used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the "FRAG" specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually "cook" the grenade's fuse.<br />
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]<br />
[[Image:BF3-M67-1.jpg|thumb|none|600px|Blackburn readies an M67 grenade.]]<br />
<br />
==M84 stun grenade==<br />
Blackburn uses an [[M84 stun grenade]] to disorient a group of PLR fighters at the bottom of an elevator shaft.<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|M84 stun grenade]]<br />
[[Image:BF3-Flashbang-1.jpg|thumb|none|601px|Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 "flashbang" grenade. In this image, the grenade isn't synced with his hand motion and is floating just next to it, though this gives a good look at the model.]]<br />
[[Image:BF3-Flashbang-2.jpg|thumb|none|601px|About to toss in the M84 in a dynamic entry. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the "in world" model for this grenade and so the safety lever is still attached.]]<br />
<br />
=Mounted Weapons=<br />
==AT-14 Spriggan==<br />
The [[AT-14 Spriggan]] appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M APC.<br />
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]<br />
[[File:BF3 Kornet (1).jpg|thumb|none|600px|The AT-14 at an intersection on Caspian Border.]]<br />
[[File:BF3 Kornet (2).jpg|thumb|none|600px|Aiming the ATGM.]]<br />
<br />
==BGM-71 TOW==<br />
The [[BGM-71 TOW]] appears in the game as an emplaced anti-tank missile launcher for the US faction.<br />
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]<br />
[[Image:Bf3 GM-71 TOW in Game 1.jpg|thumb|none|600px|The player character in multiplayer tracks down a TOW launcher.]]<br />
[[Image:Bf3 GM-71 TOW in Game 2.jpg|thumb|none|600px|Another view of the same launcher.]]<br />
<br />
==Bofors 40mm==<br />
The AC-130 gunship introduced in Armored Kill has the [[Bofors 40mm]] gun usable in the first seat.<br />
[[Image:40mm bofors.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]<br />
[[File:BF3 AC-130 (2).jpg|thumb|none|600px|The Bofors 40mm gun as seen from the M102 gunner's view.]]<br />
<br />
==Browning M2HB==<br />
The [[Browning M2HB]] heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.<br />
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]<br />
[[Image:BF3-M2-1.jpg|thumb|none|600px|At the end of "Uprising," Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]]<br />
[[Image:BF3-M2-2.jpg|thumb|none|600px|Near the end of "Thunder Run," Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.]]<br />
[[Image:BF3-M2-3.jpg|thumb|none|600px|A M2HB mounted on M1161 "Growler" ITV.]]<br />
<br />
==GAU-8/A Avenger==<br />
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.<br />
[[Image:GAU-8A.jpg|thumb|450px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]<br />
[[Image:BF3-GAU-1.jpg|thumb|none|600px|Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8/A during the mission "Going Hunting."]]<br />
[[Image:BF3-GAU-2.jpg|thumb|none|600px|Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal imaging.]]<br />
[[File:BF3 GAU-8A (1).jpg|thumb|none|600px|Closeup of the GAU-8/A on the A-10C on Operation Firestorm, Rush.]]<br />
[[File:BF3 GAU-8A (2).jpg|thumb|none|600px|The Avenger cannon on a slightly worse for wear A-10 nose section.]]<br />
<br />
==GE M134 Minigun==<br />
The [[GE M134 Minigun]] is seen mounted on AH-6 Little Birds in both single and multiplayer.<br />
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]<br />
[[Image:BF3-M134-1.jpg|thumb|none|600px|An AH-6 "Little Bird" opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.]]<br />
<br />
==General Dynamics GAU-17/A==<br />
Two [[GAU-17/A]] miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.<br />
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]<br />
[[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]]<br />
[[File:BF3 Minigun (1).jpg|thumb|none|601px|Looking at an idle Minigun.]]<br />
[[File:BF3 Minigun (2).jpg|thumb|none|601px|Operating the Venom-mounted GAU-17/A. Note the flight suit gloves.]]<br />
[[File:BF3 Minigun (3).jpg|thumb|none|600px|Firing - the casings can be seen spewing out, despite the lack of a feed source.]]<br />
<br />
==Gryazev-Shipunov GSh-30-1==<br />
The [[Gryazev-Shipunov GSh-30-1]] appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.<br />
[[Image:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]]<br />
[[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission "Going Hunting," Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as "MiGs." This error is only present in the text in this mission; they are correctly named elsewhere in the game.]]<br />
[[Image:BF3-MiG-1.jpg|thumb|none|600px|Chased by ''Shark 4-6'', one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...]]<br />
[[Image:BF3-MiG-2.jpg|thumb|none|600px|...giving Hawkins a nice look at its missile armament.]]<br />
<br />
==Gryazev-Shipunov GSh-30-2==<br />
The [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.<br />
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]<br />
[[Image:BF3-Frogfoot-1.jpg|thumb|none|600px|A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iran and a hard place.]]<br />
[[Image:BF3-Frogfoot-2.jpg|thumb|none|600px|It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.]]<br />
[[File:BF3 GSh-30-2.jpg|thumb|none|600px|The GSh-30-2 under the Su-25TM - this variant uses a different mounting location compared to other Su-25 variants.]]<br />
<br />
==Kord==<br />
The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[Browning M2HB]] heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.<br />
[[Image:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]<br />
[[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]]<br />
[[Image:BF3-Kord-1.jpg|thumb|none|600px|He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.]]<br />
[[Image:BF3-Kord-2.jpg|thumb|none|600px|A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the commander's Kord heavy machine gun. The tank is used by the Iranian Army, presumably supposed to have been purchased at some point between the game's release in 2011 and the distant future setting of 2014 when the storyline takes place. Real-life Iran apparently did not get the memo and still does not operate the T-90.]]<br />
<br />
==M61 Vulcan==<br />
The [[M61 Vulcan]] appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.<br />
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]<br />
[[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]]<br />
[[Image:C-RAM_3.JPG|thumb|none|400px|Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm]]<br />
[[Image:BF3-M61-2.jpg|thumb|none|600px|In the mission "Gone Hunting" the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F "Super Hornet" callsign ''Shark 4-6'' assigned to CVN-77 USS ''George H.W. Bush''.]]<br />
[[Image:BF3-Phalanx-1.jpg|thumb|none|600px|Hawkins climbs up to the deck of the USS ''George H.W. Bush'', spotting the USS ''Ford'' (FFG-54), an ''Oliver Hazard Perry''-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a later block upgrade added a forward gun over the removed SM-1 missile launcher of nine of the ''Perry''-class, this is a Mk 38 Mod 2 (a remote-controlled navalised [[M242 Bushmaster chaingun]]), not a second Phalanx.]]<br />
[[Image:BF3-M61-1.jpg|thumb|none|600px|The two Hornets ''Shark 4-2'' and ''Shark 4-6'' overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.]]<br />
[[Image:BF3-C-RAM.jpg|thumb|none|600px|A close up look at a land-based Phalanx C-RAM in multiplayer.]]<br />
<br />
==M102 105mm Howitzer==<br />
The [[M102 Howitzer]] is usable in the AC-130 gunship's second seat.<br />
[[File:Spectre M102.JPG|thumb|none|500px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372mmR]]<br />
[[File:BF3 AC-130 (3).jpg|thumb|none|600px|The M102 Howitzer as seen from the Bofors station.]]<br />
[[File:BF3 AC-130 (4).jpg|thumb|none|600px|A somewhat close view of the AC-130's ground pounders as seen from a chase Ka-60 helicopter.]]<br />
<br />
==M197 Vulcan==<br />
The [[M197 Vulcan]] appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.<br />
[[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]]<br />
[[Image:BF3-M197-1.jpg|thumb|none|600px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission "Thunder Run."]]<br />
[[Image:BF3-M197 Vulcan-1.jpg|thumb|none|600px|A closer look at an AH-1Z Viper's M197 Vulcan cannon.]]<br />
<br />
==GAU-12/U==<br />
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.<br />
<br />
The GAU-12/U is also mounted on the AC-130 gunship, interestingly, in two additional ''ventral'' turrets.<br />
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]<br />
[[Image:BF3-GAU-12U.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]<br />
[[File:BF3 AC-130 (1).jpg|thumb|none|600px|Zooming in on the rear AC-130 top turret from the forward one. These turrets can be somewhat aimed at surface targets, but are meant moreso for point defense against enemy aircraft in-game.]]<br />
<br />
==GAU-22/A==<br />
The [[General Dynamics GAU-12/U#GAU-22/A|GAU-22/A]] appears in the game as the secondary weapon of F-35B Lightning II aircraft in the Back to Karkand DLC that is available in the revamped versions of Gulf of Oman and Wake Island. It is erroneously portrayed being mounted in a nacelle over the left side air intake; this is the case for the Air Force's F-35A while the B and C variants mount the GAU-22/A in an underslung external pod.<br />
[[Image:F-35 GAU-22A.jpg|thumb|none|400px|GAU-22/A - 25mm]]<br />
[[File:BF3 F-35B (1).jpg|thumb|none|600px|Getting an overview look at a F-35B from the AH-1Z's third person camera view.]]<br />
<br />
==M240C==<br />
The [[M240C]] machine gun is coaxially mounted on the M1A2 Abrams MBT and LAV-25.<br />
[[Image:M240C.jpg|thumb|none|450px|M240C machine gun - 7.62x51mm NATO]]<br />
[[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the "clicker" trigger for an M58 Mine Clearing Line Charge.]]<br />
<br />
==M242 Bushmaster==<br />
The [[M242 Bushmaster chaingun]] is the main gun of the LAV-25.<br />
[[Image:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]<br />
[[Image:BF3-LAV-1.jpg|thumb|none|600px|Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of "Operation Swordbreaker."]]<br />
[[Image:BF3-LAV-2.jpg|thumb|none|600px|Blackburn looks over another LAV-25 during the mission "Rock and a Hard Place."]]<br />
<br />
==Mk 19 Grenade Launcher==<br />
The [[Mk 19 grenade launcher]] is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.<br />
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]<br />
[[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]]<br />
[[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the "Phoenix", a post-apocalyptic Humvee that is part of the ''Aftermath'' DLC. Note the lack of hands and any ammo.]]<br />
[[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.]]<br />
<br />
==QLZ-87==<br />
The [[Norinco QL-series grenade launchers|Norinco QLZ-87]] appears in the ''Aftermath'' DLC, mounted on the Russian "Barsuk" (Badger) modification of the GAZ 3937 Vodnik truck. <br />
[[image: QLZ87Light.jpg|thumb|none|400px|Norinco QLZ-87 - 35x32mm]]<br />
[[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the "gangsta style" pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]]<br />
[[File:BF3 QLZ87 (2).jpg|thumb|none|600px|The QLZ, unmanned.]]<br />
<br />
==PKT==<br />
The [[PKT]] machine gun is coaxially mounted on the T-90A and T-72 MBTs. It is also usable on the BMP-2, BTR-90, and 2S25 Sprut.<br />
[[Image:Machine gun PKT.jpg|thumb|none|450px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]<br />
[[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]]<br />
<br />
==Shipunov 2A42==<br />
The [[Shipunov 2A42]] appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.<br />
[[Image:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 - 30mm]]<br />
[[Image:BF3-Shipunov-1.jpg|thumb|none|600px|Blackburn advances on a BMP-2M during "Rock and a Hard Place," the IFV seemingly oblivious to his dastardly rocket-launching ambitions.]]<br />
[[File:BF3 2A42 (1).jpg|thumb|none|600px|Closeup of the armament on a BTR-90.]]<br />
<br />
=Other=<br />
==Mk 18 Mod 1==<br />
A [[Mk 18 Mod 1]] is prominently featured in the base game and Limited Edition's coverart, equipped with KAC QDSS-NT4 suppressor, SureFire M900V foregrip/light combo, AN/PEQ-15, an EOTech 552, and Magpul MBUIS iron sights.<br />
[[File:MK18MOD1.jpg|450px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]<br />
[[File:BF3 LimitedEd coverart.jpg|thumb|none|400px|]]<br />
<br />
{{Battlefield Series}}<br />
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[[Category:Video Game]]<br />
[[Category:War]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Battlefield]]<br />
[[Category:Swedish Produced/Filmed]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&diff=1528237Call of Duty: Modern Warfare II (2022)2022-10-25T14:27:11Z<p>Fine cuisine: /* "FTac Recon" */</p>
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<div>{{WIP}}<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name=''Call of Duty: Modern Warfare II''<br />
|picture=MWII-cover.jpg<br />
|caption=''Official Box Art''<br />
|date=October 28, 2022<br />
|developer=Infinity Ward<br />
|publisher=Activision<br />
|series=''[[Call of Duty]]''<br />
|platforms=PlayStation 4<br>PlayStation 5<br>Xbox One<br>Xbox Series X/S<br>PC<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and is scheduled to be released on October 28, 2022.<br />
<br />
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. <br />
<br />
{{VG Title|Call of Duty: Modern Warfare II}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles, marksman rifles, light machine guns, and sniper rifles.<br />
<br />
Many weapons are now classified under a "Weapon Platform" system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as "Receivers". Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.<br />
<br />
The current known Weapon Platforms in ''Modern Warfare II'' are the following:<br />
* M4 Platform (AR-based weapons)<br />
* AK-47 Platform (AK-based weapons)<br />
* XRK (Glock pistols)<br />
* Tactique Verte (FN SCAR-based weapons)<br />
* Lachmann Meer (Heckler & Koch roller-delayed weapons)<br />
* Fennec (KRISS Vector-based weapons)<br />
* Bryson Long Range Platform (Remington 700-based weapons)<br />
* RAAL Platform (SIG-Sauer machine guns)<br />
* Bull Platform (Steyr AUG-based weapons)<br />
<br />
Through the use of grip attachments, the "Tactical Pistol Raise" benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon.<br />
<br />
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.<br />
<br />
=Handguns=<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] returns as the ".50 GS". The new model features Picatinny rails on the 12 o'clock and 6 o'clock positions, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.<br />
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]<br />
[[File:MW22 DEAGLE.jpg|thumb|none|600px|The Desert Eagle in the loadout screen.]]<br />
<br />
==Glock 17 MOS==<br />
The "X12" is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It was first seen in the reveal trailer, equipped with a red dot sight in the hands of Kyle Garrick. Another Glock is later seen in Ghost's chest holster. It is used by Russian PMCs in-game.<br />
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]<br />
[[File:MW22 G17.jpg|thumb|none|600px|The Glock 17 in the loadout screen. Note the non-standard grip texture.]]<br />
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]<br />
[[File:MWII-Trailer-Glock2.jpg|thumb|none|600px|Another Glock in Ghost's chest holster.]]<br />
<br />
==Glock 18==<br />
A stylized [[Glock 18]] appears as the "X13 Auto", and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the "X12", even though the real Glock 18 isn't known to exist in this configuration. Of note, the "X12", "X13", and MW19's "X16" (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional. A carbine conversion kit resembling various designs like from CAA and Hera Arms is available for the X13, although with a AR-15 style T-handle in spite of the slide mounted ambi charging handles that are common on pistol conversion kits.<br />
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]<br />
[[File:CAA MCK black.jpg|thumb|none|450px|A Glock pistol mounted in a CAA RONI MCK.]]<br />
[[File:MW22 G18.jpg|thumb|none|600px|The tan Glock 18 in the loadout screen. It seems to have a grip texture that looks more like the real Gen 5 pattern.]]<br />
<br />
==SIG-Sauer P220 Elite==<br />
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] appears as the "P890" (or "Bruen .45" during the beta, Bruen seems to be the equivalent to SIG Sauer). The decocker is actually used during the inspect animation and when reholstering the pistol. A double-action only DAK trigger group is available.<br />
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]<br />
[[File:MW22 P220.jpg|thumb|none|600px|The SIG in the loadout screen.]]<br />
[[File:MWII-P220-1.jpg|thumb|none|600px|John Price using a suppressed P220 in the reveal trailer.]]<br />
<br />
==Smith & Wesson Model 500==<br />
The [[Smith & Wesson Model 500]] appears as the "Centum 5". The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has "Bryson .500 Magnum" markings on the barrel.<br />
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 (8.75" Barrel) - .500 S&W Magnum]]<br />
[[File:MW22 M500.jpg|thumb|none|600px|The Model 500 in the loadout screen.]]<br />
<br />
=Submachine Guns=<br />
==AR-57==<br />
The [[AR-57]] appears as the "FSS Hurricane". It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle.<br />
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]<br />
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]<br />
<br />
==FN P90 TR==<br />
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the "PDSW 528".<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]<br />
[[File:MW22 P90.jpg|thumb|none|600px|The P90 in the loadout screen. The barrel is noticeably longer and the grips are sharper compared to the real gun. Also note that the model lacks an ejection port.]]<br />
<br />
==Heckler & Koch HK94A3==<br />
The "Lachmann Sub" is a [[Heckler & Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the "Lachmann Meer" platform (which is clearly supposed to represent the Heckler & Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto.<br />
<br />
The "Lachmann Pulsar" barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The "LM Cronus Grip" gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are "S-3-F".<br />
<br />
[[File:H&K94Conversion.jpg|thumb|none|450px|Heckler & Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]<br />
[[File:H&KMP5A5.jpg|thumb|none|450px|Heckler & Koch MP5A5, for comparison - 9x19mm]]<br />
[[File:MW22 MP5.jpg|thumb|none|600px|The faux-MP5 in the loadout screen.]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A fictionalized [[Heckler & Koch MP7A2]] appears as the "VEL 46".<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]<br />
<br />
==KRISS Vector==<br />
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the "Fennec 45", still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of "special" ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the slightly extended barrel and rail (the latter seemingly inspired by the KRISS MK1 Modular Rail) and the two-tone finish that distinguish it from Modern Warfare's model.]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the "Minibak", now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]<br />
<br />
==PP-19-01 Vityaz==<br />
The [[PP-19-01 Vityaz]] appears as the "Vaznev-9K". It is fitted with an LCT AK-9 airsoft railed AK-74 polymer style forend.<br />
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 "Vityaz-SN" - 9x19mm]]<br />
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen. Note the LCT AK-9 airsoft handguard.]]<br />
<br />
==SIG-Sauer MPX==<br />
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the "BAS-P". It is Alejandro Vargas' main weapon throughout the campaign.<br />
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]<br />
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]<br />
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]<br />
<br />
===SIG-Sauer MPX K===<br />
The MPX can be modified with a 4.5" barrel, turning it into an [[SIG-Sauer MPX K|MPX K]]. In this configuration, it is fitted with an M-LOK handguard that is slightly longer than it should be.<br />
[[File:MPX K M-LOK PCB.jpg|thumb|none|450px|SIG-Sauer MPX K (Gen 2) with M-LOK handguard, PCB folding brace and Timney trigger - 9x19mm]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears as the "MX9".<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]<br />
<br />
=Shotguns=<br />
=="12-Gauge Deputy"==<br />
The underbarrel "12-Gauge Deputy" returns from ''Modern Warfare'', this time with a new model that appears to have a Mossberg-style trigger guard.<br />
<br />
==Benelli M4 Super 90==<br />
The [[Benelli M4 Super 90]] appears as the "Expedite 12".<br />
<br />
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the "Fast Reload" perk.<br />
[[File:Benelli M4 Tactical.jpg|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]<br />
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]<br />
<br />
==Browning Citori 725==<br />
The [[Over and Under Shotgun|Browning Citori 725]] returns as the "Lockwood 300", with an altered handguard and stock compared to the ''Modern Warfare'' rendition.<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]<br />
<br />
==Mossberg 590==<br />
The [[Mossberg 590]] appears as the "Bryson 800".<br />
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]<br />
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]<br />
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The "Bryson 800" in the campaign.]]<br />
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]<br />
<br />
==Mossberg 590M==<br />
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the "Bryson 890".<br />
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]<br />
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]<br />
<br />
=Rifles/Carbines=<br />
==AAC / Q Honey Badger hybrid==<br />
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the "Chimera". The model depicted is a hybrid of the early AAC version and the current Q model.<br />
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]<br />
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]<br />
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]<br />
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]<br />
<br />
==AK-103==<br />
The [[AK-103]] appears as the "Kastov 762". The "Kastov" label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. It is fitted with an LCT AK-9 airsoft railed AK-74 polymer style forend.<br />
<br />
In the campaign, there are some variants made to resemble the [[AKM]] and [[AKMS]], noted by the gas block and the wooden handguard, along with either the wooden stock or the metal underfolding stock. They still retain the AK-103's front sight block, smooth dust cover and side-folding stock latch on the left of the receiver.<br />
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]<br />
[[File:MW22 AK103.jpg|thumb|none|600px|The AK-103 in the loadout screen. Note the LCT AK-9 airsoft handguard.]]<br />
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px]]<br />
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]<br />
<br />
===AK-104===<br />
The AK-103 can be turned into an [[AK-104]]. Farah Karim is seen holding one in the campaign with an AKMS's underfolding stock.<br />
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]<br />
<br />
==AK-105==<br />
An [[AK-105]] with light tan furniture and magazines appears as the "Kastov 545". It is fitted with an LCT AK-9 airsoft railed AK-74 polymer style forend.<br />
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]<br />
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the same Picatinn-ized polymer AK handguard seen on the "Kastov-762."]]<br />
[[File:MWII-AK105-1.jpg|thumb|none|600px]]<br />
<br />
==AKS-74UN==<br />
The [[AKS-74U]] appears as the "Kastov-74u", with rails at the bottom and on the right side of the handguard. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. It employs the "Iraqi reload" technique when reloading from empty.<br />
<br />
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, so an [[AKMSU]] conversion might be planned in the final release. A variant with Zenitco handguard and stock is available. <br />
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]<br />
[[File:MW22 AKS74U.jpg|thumb|none|600px|The AKS-74UN in the loadout screen.]]<br />
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The "Kastov-74U" with a 7.62x39mm magazine as seen in the beta.]]<br />
<br />
==FN SCAR-H==<br />
The [[FN SCAR-H]] appears as the "TAQ-V". A typo in the gunsmith erroneously describes the weapon as firing "7.26mm" cartridges.<br />
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s "FN Scar 17," with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent.]]<br />
<br />
==FN SCAR 17S==<br />
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the "TAQ-M", and is fitted with a 20" barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.<br />
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]<br />
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]<br />
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]<br />
<br />
==FN SCAR-L==<br />
The [[FN SCAR-L]] appears as the "TAQ-56". It is depicted with incorrect H&K style fire selector markings.<br />
[[File:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm NATO]]<br />
[[File:MW22 SCAR 16.jpg|thumb|none|600px|The SCAR-L in the loadout screen.]]<br />
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]<br />
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]<br />
<br />
==Heckler & Koch HK91A2==<br />
A [[Heckler & Koch HK91A2]] converted to full-auto appears as the "Lachmann-762". Like the other guns in the "Lachmann Meer" platform, it lacks a paddle magazine release, distinguishing it from the military [[Heckler & Koch G3A3|G3]]. It appears to be fitted with a stylized slimline handguard.<br />
[[File:HK Model 91.jpg|thumb|none|450px|Heckler & Koch HK91A2 - 7.62x51mm NATO]]<br />
[[File:HKG3A3.jpg|thumb|none|450px|Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO]]<br />
[[File:MW22 G3.jpg|thumb|none|600px|The HK91A2 in the loadout screen.]]<br />
<br />
==Heckler & Koch HK93A2==<br />
A full-auto converted [[Heckler & Koch HK93A2]] appears as the "Lachmann-556". Once again, the lack of a paddle magazine release distinguishes it from the select-fire [[Heckler & Koch HK33#Heckler & Koch HK33|HK33]].<br />
<br />
By default, it has a shortened barrel and cocking tube (the length being between the HK33KA3 and HK53). It can be modified with full-sized ones with the "LM Aurora 90 Barrel" attachment, or with an HK33K-esque barrel with the "Lach-12 Barrel".<br />
<br />
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler & Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]<br />
[[File:MW22 HK33.jpg|thumb|none|600px|The shortened HK93A2 in the loadout screen. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with an [[MP5SD]] style integrally suppressed barrel. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]<br />
<br />
=="M4"==<br />
A fully automatic custom [[AR-15]]-type carbine with a 12" barrel appears as the "M4". The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. According to pre-release materials, the in-game base M4-type carbine will be a base weapon with numerous variants included as part of an unlock tree in multiplayer.<br />
<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5" stepped barrel/AR front sight, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20" Barrel” attachment gives it a KAC M5 RAS/20" barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the "Demo Precision Elite Factory" stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.<br />
<br />
In-game, it's stated to be manufactured by the fictional Tempus Armament.<br />
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MW22 M4.jpg|none|thumb|600px|The custom AR-15 in the loadout screen. Unlike the Colt Model 933 in the previous game, this rifle actually has an auto sear pin.]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|Promotional material for the "FJX Cinder" weapon vault prominently showcase the "M4" and its customization options. Some of the customization options include the M16A2-style plastic handguards seen on early M4 carbines, a SAI GRY 14.5/KAC URX 3.1/Daniel Defense RIS II frankenstein handguard, and a Troy M7A1-esque buttstock, among other options.]]<br />
<br />
=="FTac Recon"==<br />
Another AR-15 variant, chambered in .458 SOCOM, appears as the "FTac Recon". It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.<br />
<br />
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default "M4" in-game, but with aesthetic similarities to the "XRK M4" from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. <br />
<br />
Unlike the 5.56 "M4" seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12" barrel with an A2 flash hider, a keymod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.<br />
<br />
<br />
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]<br />
<br />
==M14==<br />
Two [[M14]] variants appear in the game. The "SO-14" is the select-fire variant classed as a battle rifle. The base chassis of the "SO-14" appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block.<br />
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]<br />
[[File:SOCOM_16_CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]<br />
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]<br />
<br />
==Mk 14 Mod 0 Enhanced Battle Rifle==<br />
The [[Mk 14 Mod 0 EBR]] appears as the "EBR-14", classed as a marksman rifle.<br />
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]<br />
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]<br />
<br />
==M16A3==<br />
The [[M16A3]] (Colt Model 901) appears as the "M16". It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the "M4".<br />
<br />
A properly functioning M16A3-style rifle can also be achieved by modifying the "M4" mentioned above, although keeping the non-milspec upper and lower receiver.<br />
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]<br />
[[File:MW22 M16.jpg|thumb|none|600px|The M16A3 in the loadout screen.]]<br />
<br />
===Mk 18 Mod 0===<br />
The "LX-97 Torque Barrel" attachment gives it an AR carbine handguard/10.5" barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).<br />
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]<br />
<br />
===M4A1 Carbine===<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5" stepped barrel/AR front sight, turning it into an [[M4A1]].<br />
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]<br />
<br />
==Marlin Model 336==<br />
The [[Marlin Model 336]] appears as the "Lockwood MK2", under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the "MK2 Carbine", but this time the shape of the ejection port indicates that it is a Model 336.<br />
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]<br />
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]<br />
<br />
==SIG-Sauer MCX VIRTUS==<br />
The [[SIG-Sauer MCX VIRTUS]] appears as the "M13B". It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of approximately 9 inches.<br />
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9" barrel - 5.56x45mm NATO]]<br />
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]<br />
<br />
==Steyr AUG A3==<br />
The [[Steyr AUG A3]] appears as the "STB 556".<br />
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]<br />
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AW50==<br />
The [[Accuracy International AW50]] appears as the "Victus XMR".<br />
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]<br />
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]<br />
<br />
==Barrett MRAD==<br />
The [[Barrett MRAD]] appears as the "MCPR-300".<br />
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]<br />
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]<br />
<br />
==Gepard GM6 Lynx==<br />
The [[Gepard GM6 Lynx]] appears as the "Signal 50".<br />
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]<br />
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]<br />
<br />
==Heckler & Koch SR9(TC)==<br />
The [[Heckler & Koch SR9(TC)]] appears as the "LM-S", under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.<br />
[[File:HKSR9TC.jpg|thumb|none|450px|H&K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]<br />
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]<br />
<br />
==M24 SWS==<br />
Three [[M24 SWS]] variants appear in the game. The first one is the "SP-R 208" returning from from ''Modern Warfare'' in the marksman rifles class.<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]<br />
<br />
===M24 SWS (in FDE chassis)===<br />
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the "LA-B 330". This is essentially the "ZLR SP-R Overseer" chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.<br />
[[File:MW22 SPR 3.jpg|thumb|none|600px]]<br />
<br />
===M24 SWS (in custom chassis)===<br />
The "SA-B 50" marksman rifle is another variant in a custom chassis, which is a modified version of the "XRK SP-LITE 208 Blitz" chassis from ''Modern Warfare''.<br />
[[File:MW22 SPR 2.jpg|thumb|none|600px|The "SA-B 50" in the loadout screen.]]<br />
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the "SA-B 50" in the reveal trailer.]]<br />
<br />
==Remington M2010 Enhanced Sniper Rifle==<br />
What appears to be a [[Remington M2010 Enhanced Sniper Rifle]] is available as the "SP-X 80"<br />
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]<br />
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
<br />
==FightLite MCR==<br />
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the "556 Icarus".<br />
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]<br />
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, sandwiched between the carbine and the AR-57 upper.]]<br />
<br />
==Heckler & Koch HK21==<br />
The [[Heckler & Koch HK21]] appears in-game as the "RAPP H". It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the "LMK64 Grip" attachment<br />
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]]<br />
[[File:MW2 HK21.jpg|thumb|none|600px|The HK21 in the loadout screen.]]<br />
<br />
==IWI Negev NG7==<br />
The [[IWI Negev NG7]] appears in-game as the "SAKIN MG38".<br />
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]<br />
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]<br />
<br />
==RPK==<br />
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover.<br />
[[File:RPK right side.jpg|thumb|none|450px|RPK with cleaning rod removed, folded bipod and 40-round magazine - 7.62x39mm]]<br />
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called "Kastov" is a mystery, unless the "K" stands for "Kastov" rather than "Kalashnikov".]]<br />
<br />
==SIG-Sauer MG 338==<br />
The [[SIG-Sauer MG 338]] returns from ''Modern Warfare'', still named the "RAAL MG" (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG's 2020 prototype stock and the A2 grip.<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]<br />
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]<br />
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer "EXPEDITE".]]<br />
<br />
==Steyr AUG HBAR-T==<br />
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the "HCR 56". It feeds by default from the same 60 round magazines that were available for it in Modern Warfare, which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).<br />
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]<br />
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]<br />
<br />
=Launchers=<br />
==FGM-148 Javelin==<br />
The stylized [[FGM-148 Javelin]] returns as the "JOKR."<br />
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]<br />
<br />
==FN FN40GL==<br />
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, but it's called M203 when picking up a SCAR from the ground.<br />
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]<br />
<br />
==GP-25==<br />
The [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.<br />
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name "SPW 40mm", despite being identified as an M203 when picking up a dropped weapon equipped with it.<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
<br />
==Madbull XM203==<br />
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the "TL40 Fire Drake".<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|400px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
<br />
==Milkor AV-140 MSGL==<br />
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears exclusively in the campaign as the "REV G-80".<br />
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII'' .<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
<br />
==SA-25==<br />
The "PILA", an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the "[[M84 stun grenade|M84 Flash]]".<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
<br />
==M7 Spider==<br />
A heavily stylized M7 Spider mine is featured as the "Cluster Mine".<br />
<br />
=Mounted Weapons=<br />
==Browning M2HB==<br />
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.<br />
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]<br />
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]<br />
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]<br />
<br />
==M230 Chain Gun==<br />
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==FN M240B==<br />
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]<br />
<br />
==Minigun==<br />
Some kind of minigun is mounted on the "Wheelson" UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Warface&diff=1527730Warface2022-10-22T23:02:26Z<p>Fine cuisine: /* Salient Arms International GRY SBR */</p>
<hr />
<div>{{Incomplete}}<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name = Warface<br />
|picture = WF 000.jpg<br />
|caption = PC Boxart<br />
|date= 2012<br />
|developer=<br />
Crytek Kiev (2012-2019)<br><br />
Blackwood Games (2019-present)<br />
|platforms=PC<br />
|publisher=<br />
Mail.Ru (Russia)<br><br />
My.com (United States)<br><br />
Nexon (South Korea)<br><br />
Tencent (China)<br />
|genre=Online first-person shooter<br />
}}<br />
'''''Warface''''' is a free-to-play PC first-person shooter developed by Crytek.<br />
<br />
'''The following weapons appear in the video game ''Warface'':'''<br />
__TOC__<br clear=all><br />
=Overview=<br />
''Warface'' features a large and constantly updated selection of weapons. Almost everything in this game can be obtained with three types of currency: Warface Dollars (the main in-game currency), Kredits (bought with real money) and Crowns (obtained through completing PvE missions). Some weapons, equipment and attachments require unlocking through the Vendors system. They are divided into 4 types of rarity: Common, Rare, Ultra Rare, and Legendary. Legendary weapons, in general, have stats, comparable to Kredit weapons, and also come with a variety of different unique attachments that are unlocked with the weapon and aren't available on any other weapon. As of March 17, 2022, the vendor system has been removed from the game; weapons are now acquired from the shop via direct purchase or loot box gambling with the aforementioned currencies, leveling up in the game (though only a select handful of weapons can be attained this way), or through the games' battle pass.<br />
<br />
Weapons also uses the weapon repair system of monetization; weapons will lose durability over time, and eventually become unusable. The player needs to repair them to continue playing with them. Golden weapon variations were formerly exempt from repairs until some point after Warface's acquisiton by my.com in 2017; gold weapons acquired before this point remain exempt from repairs, but any gold weapons acquired after that point will require repair costs.<br />
<br />
There are totally five classes in the game, each using different categories of weapons. Rifleman uses Assault Rifles and Machine Guns, Medic uses Shotguns, Engineer uses SMGs, and Sniper uses Sniper Rifles. The SED class added post-launch has access to heavy machine guns and the CZ 805 G1 grenade launcher. All classes, bar the SED, also have access to a variety of pistols, melee weapons, grenades and other equipment. All new players have access only to a Rifleman and a Sniper, but progressing through game unlocks a Medic and a Engineer for use later.<br />
<br />
Much like other Cry Engine games, the weapons can be customized on the fly.<br />
<br />
A note on weapon names: as an online game, there are many different regional versions of the game. In general, most currently serviced regions (including the major regions of Eastern Europe, Western Europe, and the United States) feature real weapon names, at times even including the company names (inaccurate identifications notwithstanding). Some regions, such as Warface Turkey, use a set of "alternate" fictional weapon names. The Western version formerly used the alternate fictional weapon names, but have switched over to the real names as of June 5th, 2018. A list of in-game weapon names, both real and fictional versions, can be found [http://warface.wikia.com/wiki/Weapon_Name_Differences here]. The fictional names will be noted on this page as "alternate" names.<br />
<br />
Like the weapon names, in-game weapon descriptions also have alternate fictional versions. These will be occasionally noted on this page.<br />
<br />
=Pistols=<br />
==Beretta 93R==<br />
The [[Beretta 93R]] appears as the "M93R". It is the only Rare sidearm in the Vendor system. M93R is basically an inferior version of the later Calico M950. Like Calico, it shoots in 3-round bursts, but it also has overall worse stats compared to its Ultra Rare counterpart.<br />
[[file:Beretta M93.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]<br />
[[file:Warface Beretta 93R holding.jpg|thumb|none|600px|The player character holds the Beretta M93R.]]<br />
[[file:Warface Beretta 93R aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Warface Beretta 93R reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Beretta 93R reloading 2.jpg|thumb|none|600px|Racking the slide.]]<br />
[[file:Warface Beretta 93R custom.jpg|thumb|none|600px|Customizing the gun.]]<br />
[[file:Warface Beretta 93R lobby.jpg|thumb|none|300px|Beretta 93R in lobby.]]<br />
<br />
==Beretta M9==<br />
The [[Beretta M9]] appears as the "MD9". Like Daewoo K5, M9 is available for purchase from the start of the game for in-game currency. It is more expensive compared to K5 and offers slightly more firepower at the cost of slightly lower rate of fire. <br />
[[file:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]<br />
[[file:Warface Beretta M9 holding.jpg|thumb|none|600px|Holding the the Beretta M9.]]<br />
[[file:Warface Beretta M9 aim.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[file:Warface Beretta M9 reloading 1.jpg|thumb|none|600px|Changing magazines. Note the unusable underbarrel rail.]]<br />
[[file:Warface Beretta M9 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]<br />
[[file:Warface Beretta M9 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Beretta M9 lobby.jpg|thumb|none|300px|Beretta M9 in lobby.]]<br />
<br />
==Browning Hi-Power Mark III==<br />
The [[Browning Hi-Power Mark III]] appears as the "Browning High Power", alternately named "High Power Pistol". The alternate weapon description states that it was developed by "John <strike>Brown</strike> '''Red'''ling". It is a starting sidearm for all classes and, as such, doesn't require purchase nor repair, but have rather unimpressive stats overall. The model was reworked in 2020. The pistol now has a custom tan frame.<br />
[[file:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm.]]<br />
[[file:Warface Browning Hi-Power Mark III holding.jpg|thumb|none|600px|The Browning Hi-Power in first person.]]<br />
[[file:Warface Browning Hi-Power Mark III aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[file:Warface Browning Hi-Power Mark III reloading 1.jpg|thumb|none|600px|The reload animation is pretty bizarre. The player character starts by pulling back the slide, then manually engages the slide release before swapping mags and dropping the slide.]]<br />
[[file:Warface Browning Hi-Power Mark III reloading 2.jpg|thumb|none|600px|Swapping the magazines. A reminder that this comes after pulling back the slide.]]<br />
[[file:Warface Browning Hi-Power Mark III custom.jpg|thumb|none|600px|Customization menu; note the target sights.]]<br />
[[file:Warface Browning Hi-Power Mark III lobby.jpg|thumb|none|300px|Browning Hi-Power Mark III in lobby.]]<br />
<br />
==CAA Tactical RONI-G2==<br />
A [[Glock]] converted to full-auto and mounted in a [[CAA Tactical RONI-G2]] carbine conversion kit was added to the submachine guns class, under the name "Micro-Roni CAA".<br />
[[File:CAA RONI G2.jpg|thumb|none|400px|Glock 19 (9x19mm) mounted in a CAA Tactical RONI-G2]]<br />
<br />
==CZ 75 Automatic==<br />
The [[CZ 75 Automatic]] appears in the game, alternately named "WX-86".<br />
[[file:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]<br />
<br />
==CZ 75 TS Czechmate Parrot==<br />
The [[CZ 75|CZ 75 Czechmate Parrot]] appears in the game as Kredit weapon available only through Warbox system. It comes with the C-More sight by default that can be removed through customization menu.<br />
[[File:CZ 75 TS Czechmate Parrot.jpg|thumb|none|400px|CZ 75 TS Czechmate Parrot - 9x19mm]]<br />
<br />
==Daewoo K5==<br />
The [[Daewoo K5]] appears as the "GU5". According to the in-game description, it is made by "Global Universe Precision Industries" of South Korea. Like M9, K5 is available for purchase from the very beginning and require the least amount of War money in order to do so. It offers slightly better stats compared to the starting pistol.<br />
[[file:DaewooDP51.jpg|thumb|none|350px|Daewoo K5 - 9x19mm.]]<br />
[[file:Warface Daewoo K5 hd holding.jpg|thumb|none|600px|Holding the Daewoo K5.]]<br />
[[file:Warface Daewoo K5 hd aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Warface Daewoo K5 hd reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Daewoo K5 hd reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]<br />
[[file:Warface Daewoo K5 hd custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Daewoo K5 hd lobby.jpg|thumb|none|300px|Daewoo K5 in lobby.]]<br />
<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] with under-barrel accessory rail and compensator cuts on the barrel appears as the "Eagle Eye". Bizarrely, the weapon is depicted incorrectly as being DAO; considering the similarly SAO Browning is ''not'' this seems especially odd. Just like the USP and Python, Desert Eagle have an ability to mount shared weapon sights.<br />
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mark XIX - .50AE]]<br />
[[file:Warface Desert Eagle Mark XIX holding.jpg|thumb|none|600px|The Desert Eagle in first person. This particular one has a paint job applied.]]<br />
[[file:Warface Desert Eagle Mark XIX aim.jpg|thumb|none|600px|Iron sights.]]<br />
[[file:Warface Desert Eagle Mark XIX reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]<br />
[[file:Warface Desert Eagle Mark XIX reloading 2.jpg|thumb|none|600px|Pulling the slide back.]]<br />
[[file:Warface Desert Eagle Mark XIX custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Desert Eagle Mark XIX lobby.jpg|thumb|none|300px|Desert Eagle Mark XIX in lobby.]]<br />
<br />
==FN Five-seveN USG==<br />
The [[FN Five-seveN USG]] appears as the "P-57".<br />
[[file:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN USG - 5.7x28mm]]<br />
[[file:Warface FN Five-seveN USG lobby.jpg|thumb|none|300px|FN Five-seveN USG in lobby.]]<br />
<br />
==Glock 18C==<br />
The [[Glock 18C]] appears as the "S18G", "a variation of the S17G" as described by the weapon description.<br />
[[file:Glock 18C.jpg|thumb|none|350px|Glock 18C - 9x19mm]]<br />
[[file:Warface Glock 18 holding.jpg|thumb|none|600px|Holding a Glock 18C with a cosmetic finish.]]<br />
[[file:Warface Glock 18 aim.jpg|thumb|none|600px|Taking aim.]]<br />
[[file:Warface Glock 18 reloading 1.jpg|thumb|none|600px|Reloading the Glock.]]<br />
[[file:Warface Glock 18 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]<br />
[[file:Warface Glock 18 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Glock 18 lobby.jpg|thumb|none|300px|Glock 18 in lobby.]]<br />
<br />
==Heckler & Koch P30==<br />
The [[Heckler & Koch P30]] with sight and Match compensator was added as the "H&K P30".<br />
[[file:HK-P30.jpg|thumb|none|300px|Heckler & Koch P30 - 9x19mm]]<br />
<br />
==Heckler & Koch USP==<br />
The [[Heckler & Koch USP]] is purchasable from the Warface shop. It is alternate named "ZX84 USP"; rather confusingly, the "ZX84" name is applied to a lot of other H&K guns in the game, be it SMGs, machine guns, assault rifles, or sniper rifles, all called "ZX84" as if H&K became an edgy cyberpunk megacorporation with numbers in its name. It has a 13-round magazine, meaning it is the .40 S&W version, and a custom optic mount that is so ridiculously low to the slide that it's barely visible while aiming. The rear sights are blank and the front sight has a green tritium dot. The mount grants usage of 2 optics for primary weapons. In addition, the full array of "Muzzle" attachments for secondaries is available.<br />
[[file:H&KUSP40.jpg|thumb|none|300px|Heckler & Koch USP - .40 S&W]]<br />
[[file:Warface Heckler & Koch USP holding.jpg|thumb|none|600px|The USP in first person.]]<br />
[[file:Warface Heckler & Koch USP aim.jpg|thumb|none|600px|Aiming down the USP's iron sights.]]<br />
[[file:Warface Heckler & Koch USP reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch USP reloading 2.jpg|thumb|none|600px|Pulling the slide.]]<br />
[[file:Warface Heckler & Koch USP custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch USP lobby.jpg|thumb|none|300px|Heckler & Koch USP in lobby.]]<br />
<br />
==Heckler & Koch VP9 Match==<br />
The tan colored [[Heckler & Koch VP9 Match]] with sight was added as the "H&K VP9 Match".<br />
[[file:Heckler & Koch VP9 Match.jpg|thumb|none|300px|Heckler & Koch VP9 Match - 9x19mm]]<br />
<br />
==Intratec TEC-9 ==<br />
The [[Intratec TEC-9]].<br />
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]<br />
<br />
==Laugo Alien==<br />
The [[Laugo Alien]] appears in the game, alternately named "Reaper".<br />
[[Image:Laugo Alien Pistol.jpg|thumb|none|300px|Laugo Alien - 9x19mm]]<br />
<br />
==Luger P08==<br />
The [[Luger P08]] appears as simply "Luger". It is alternately known as the "Bellum", one word from the phrase "Si vis pacem, para bellum" from which the 9x19mm Parabellum got its name.<br />
[[file:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]<br />
<br />
==Makarov PM==<br />
The [[Makarov PM]] was added to the game.<br />
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]<br />
<br />
==Magnum Research Micro Eagle==<br />
A pink [[Magnum Research Micro Eagle]] appears in the game, named "Pinkie-Micro Desert Eagle", alternately named "Pink Micro Eagle Eye". It is available only through Kredit Warboxes and comes with two unique attachments, but can't use any generic pistol attachments.<br />
<br />
[[File:MicroDE.jpg|thumb|none|300px|Magnum Research Micro Eagle - .380 ACP]]<br />
<br />
==MasterPiece Arms MPA930DMG==<br />
The [[MasterPiece Arms MPA930DMG]] appears in the game, alternately named "WPA 039 GMD". As a Legendary weapon, it features a unique suppressor that isn't available on any other sidearm.<br />
[[File:MPA930DMG.jpg|thumb|none|350px|MasterPiece Arms MPA930DMG - 9x19mm]]<br />
<br />
==MP-443 Grach==<br />
[[MP-443 Grach]] appears in this game under its full name in most versions of the game except for Russian, where it appears under its alternate name "PYa "Grach"" (ПЯ "Грач") instead. It comes equipped with unusable Zenit B-8 accessory rail and is capable of mounting all standard "Muzzle" attachments.<br />
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]<br />
[[file:Warface MP443 idle.jpg|thumb|none|601px|Holding.]]<br />
[[file:Warface MP443 sights.jpg|thumb|none|601px|Aiming.]]<br />
[[file:Warface MP443 reload start.jpg|thumb|none|601px|Reloading animation of this pistol is rather similar to the one of Browning Hi-Power. Just like with the latter, player character starts the reloading procedure by pulling back the slide and engaging the slide release.]]<br />
[[file:Warface MP443 reload.jpg|thumb|none|601px|Swaps magazines and then diengages it. Note that despite all the similarities, these animations are actually different.]]<br />
[[file:Warface MP443 mods.jpg|thumb|none|600px|Customization menu. Note that hammer is cocked and safety is engaged. For some reason, MP-443 has a unique set of animations for entering and exiting customization menu where player character will engage/disengage the safety lever and cock/uncock the hammer respectively.]]<br />
[[file:Warface MP443 lobby.jpg|thumb|none|300px|MP443 in lobby.]]<br />
<br />
==Norinco QSZ-92==<br />
The [[Norinco QSZ-92]]. Alternately known as "Q-92".<br />
[[File:QSZ-92.jpg|thumb|none|350px|Norinco QSZ-92 - 9x19mm]]<br />
<br />
==Ruger 22/45 Lite==<br />
The [[Ruger 22/45 Lite]] appears in the game.<br />
[[File:Mk IV 22-45 Lite.jpg|thumb|none|350px|Ruger 22/45 Lite - .22 LR]]<br />
<br />
==SIG-Sauer P226R==<br />
A [[SIG-Sauer P226R]] coming with extended magazine, suppressor and weapon sight by default appears as the "AY 226".<br />
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]<br />
[[file:Warface SIGSauerP226R Idle.jpg|thumb|none|600px|Holding a P226R from the "Icebreaker" series.]]<br />
[[file:Warface SIGSauerP226R ADS.jpg|thumb|none|600px|Aiming down the sights. The orange dots on the front and rear sights don't actually glow in the dark.]]<br />
[[file:Warface SIGSauerP226R Customize.jpg|thumb|none|600px|Customizing the P226R; a nice touch is the use of the decocker when opening the customization menu, although the trigger always remains in the uncocked position. The slide has extra front slide serrations that aren't present on the real P226R, more closely resembling the slide of the P226 Elite; however the P226 Elite has six serrations as opposed to the five found on the pistol here. The P226R has the option of equipping a SilencerCo Osprey 9 sound suppresor (referred to in-game as the "Custom Tactical Silencer" and a Trijicon RMR reflex sight (called "Trijicon RMR Adjustable LED").]]<br />
[[file:Warface SIGSauerP226R CustomizeOut.jpg|thumb|none|600px|The hammer is then recocked when exiting the customization menu.]]<br />
[[file:Warface SIGSauerP226R Magout.jpg|thumb|none|600px|The reload animation starts with pressing the magazine release with the left hand, which somehow also uncocks the hammer at the same time.]]<br />
[[file:Warface SIGSauerP226R Magin.jpg|thumb|none|600px|In with a new magazine...]]<br />
[[file:Warface SIGSauerP226R Charge.jpg|thumb|none|600px|...and racking the slide.]]<br />
[[file:Warface SIGSauerP226R Melee.jpg|thumb|none|600px|Rather awkwardly meleeing with the pistol.]]<br />
<br />
==Springfield Armory Loaded 1911==<br />
The [[Springfield Armory Loaded]] appears as"M1911A1", alternately named "R1911D1".<br />
[[file:SA_loaded_m1911.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]<br />
[[file:Warface Smith & Wesson SW1911 holding.jpg|thumb|none|600px|Holding the SW1911.]]<br />
[[file:Warface Smith & Wesson SW1911 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Smith & Wesson SW1911 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Smith & Wesson SW1911 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]<br />
[[file:Warface Smith & Wesson SW1911 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Smith & Wesson SW1911 lobby.jpg|thumb|none|300px|Smith & Wesson SW1911 in lobby.]]<br />
<br />
== SilencerCo Maxim 9==<br />
The [[SilencerCo Maxim 9]].<br />
[[File:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]]<br />
<br />
==Stechkin APS==<br />
The [[Stechkin APS]] appears, with the alternate name "STCC".<br />
[[file:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov.]]<br />
[[file:Warface APSholding.jpg|thumb|none|600px|Holding the weapon.]]<br />
[[file:Warface APS aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface APS reloading 1.jpg|thumb|none|600px|Reloading the APS.]]<br />
[[file:Warface APS reloading 2.jpg|thumb|none|600px|Pulling the slide.]]<br />
[[file:Warface APS custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface APS lobby.jpg|thumb|none|300px|Stechkin APS in lobby.]]<br />
<br />
==Steyr M9-A1==<br />
The [[Steyr M9-A1]] appears. Its alternate name is rather simply "M9A1".<br />
[[file:SteyrM9A1.jpg|thumb|none|350px|Steyr M9-A1 - 9x19mm]]<br />
[[file:Warface Steyr M9A1 holding.jpg|thumb|none|600px|Holding the M9-A1.]]<br />
[[file:Warface Steyr M9A1 aim.jpg|thumb|none|600px|Aiming the weapon.]]<br />
[[file:Warface Steyr M9A1 reloading 1.jpg|thumb|none|600px|Swapping magazines.]]<br />
[[file:Warface Steyr M9A1 reloading 2.jpg|thumb|none|600px|Pulling the slide to chamber a round.]]<br />
[[file:Warface Steyr M9A1 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Steyr M9A1 lobby.jpg|thumb|none|300px|Steyr M9-A1 in lobby.]]<br />
<br />
==Walther P99==<br />
The [[Walther P99]] appears as the "Otto W77".<br />
[[file:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm]]<br />
[[file:Warface Walther P99 holding.jpg|thumb|none|600px|The player character holds the Walther P99.]]<br />
[[file:Warface Walther P99 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Warface Walther P99 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Walther P99 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]<br />
[[file:Warface Walther P99 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Walther P99 lobby.jpg|thumb|none|300px|Walther P99 in lobby.]]<br />
<br />
=Revolvers=<br />
==Chiappa Rhino 60DS==<br />
The [[Chiappa Rhino 60DS]] appears as the "Abada 266mm".<br />
[[file:Chiappa Rhino 6".jpg|thumb|none|350px|Chiappa Rhino 60DS (6" barrel version) - .357 Magnum]]<br />
[[file:Warcafe Mateba Model 6 Unica holding.jpg|thumb|none|600px|Holding the Chiappa Rhino 60DS.]]<br />
[[file:Warcafe Mateba Model 6 Unica aim.jpg|thumb|none|600px|The iron sights.]]<br />
[[file:Warcafe Mateba Model 6 Unica reloading 1.jpg|thumb|none|600px|Dumping out the rounds during reloading.]]<br />
[[file:Warcafe Mateba Model 6 Unica reloading 2.jpg|thumb|none|600px|New rounds are loaded individually.]]<br />
[[file:Warcafe Mateba Model 6Unica custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Chiappa Rhino 60DS lobby.jpg|thumb|none|300px|Chiappa Rhino 60DS in lobby.]]<br />
<br />
==Colt Python Elite==<br />
The [[Colt Python Elite]] appears as the Ultra Rare handgun available through the Vendor system. All new players can also gain access to it for a limited time after completing Engineer training course. It has a mounted accessory rail at the to of the barrel and can mount a variety of shared weapon sights thanks to it.<br />
[[file:Colt python elite.jpg|thumb|none|350px|Colt Python Elite with 6 inch barrel - .357 Magnum]]<br />
[[file:Warface Colt Python lobby.jpg|thumb|none|300px|Colt Python Elite in lobby.]]<br />
<br />
==Mateba Model 6 Unica==<br />
A [[Mateba Model 6 Unica]] with a 6 inch barrel and a muzzle brake appears. Its alternate name is "HEX Autorevolver", with "HEX" referring to its hexagonal cylinder according to the in-game description.<br />
[[Image:Pistol Italian Mateba Unica in .44 Rem. Mag. with muzzle break.jpg|thumb|none|350px|Mateba Model 6 Unica, 6" barrel - .357 Magnum]]<br />
[[file:Warface Mateba 6 Unica holding.jpg|thumb|none|600px|Holding the Mateba Autorevolver.]]<br />
[[file:Warface Mateba 6 Unica aim.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[file:Warface Mateba 6 Unica reloading 1.jpg|thumb|none|600px|Ejecting the rounds.]]<br />
[[file:Warface Mateba 6 Unica reloading 2.jpg|thumb|none|600px|Loading new rounds.]]<br />
[[file:Warface Mateba 6 Unica custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Mateba 6 Unica lobby.jpg|thumb|none|300px|Mateba Model 6 Unica in lobby.]]<br />
<br />
==Nagant M1895==<br />
The [[Nagant M1895]]. Its alternate name is simply "M1895". It comes with one unique suppressor.<br />
[[File:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 - 7.62x38N]]<br />
<br />
== Smith & Wesson Model 327 R8==<br />
The [[Smith & Wesson Model 327 Performance Center R8]] appears as the "S&W M&P R8". It has the largest magazine among revolvers and features a unique Leupold DeltaPoint red dot sight.<br />
[[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]]<br />
<br />
==Taurus Judge==<br />
The [[Taurus Judge]]. It is unique among other sidearms due to its use of .410 shotgun shells instead of standard pistol ammunition. Unlike other shotguns, however, it can be used by all the classes and not only Medic.<br />
[[file:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Long Colt/.410 Bore]]<br />
<br />
=Submachine Guns=<br />
==Beretta Mx4 Storm==<br />
The [[Beretta Mx4 Storm]] appears under its real name. For some reason, it has another Picatinny rail mounted on the standard one.<br />
[[file:Beretta Mx4 Storm.jpg|thumb|none|350px|Beretta Mx4 Storm - 9x19mm]]<br />
[[file:Warface Beretta Mx4 Storm holding.jpg|thumb|none|600px|Holding the Mx4 Storm.]]<br />
[[file:Warface Beretta Mx4 Storm aim.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[file:Warface Beretta Mx4 Storm reloading 1.jpg|thumb|none|600px|Loading in a new mag of 9x19mm.]]<br />
[[file:Warface Beretta Mx4 Storm reloading 2.jpg|thumb|none|600px|Racking the charging handle.]]<br />
[[file:Warface Beretta Mx4 Storm custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Beretta Mx4 Storm lobby.jpg|thumb|none|300px|Beretta Mx4 Storm in lobby.]]<br />
<br />
==Brügger & Thomet KH9==<br />
The [[Brügger & Thomet KH9]] was added to the game.<br />
[[File:BT KH9.jpg|thumb|none|350px|Brügger & Thomet KH9 - 9x19mm]]<br />
<br />
==Brügger & Thomet MP9==<br />
The [[Brügger & Thomet MP9]] appears as the "B&T MP9".<br />
[[file:Mp9tmp.jpg|thumb|none|350px|Brügger & Thomet MP9 - 9x19mm]]<br />
[[file:Warface Brügger & Thomet MP9 holding.jpg|thumb|none|600px|Holding the MP9.]]<br />
[[file:Warface Brügger & Thomet MP9 aim.jpg|thumb|none|600px|The iron sights.]]<br />
[[file:Warface Brügger & Thomet MP9 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Brügger & Thomet MP9 reloading 2.jpg|thumb|none|600px|Charging the weapon.]]<br />
[[file:Warface Brügger & Thomet MP9 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Brügger & Thomet MP9 lobby.jpg|thumb|none|300px|Brügger & Thomet MP9 in lobby.]]<br />
<br />
== Calico Liberty 100 ==<br />
The [[Calico Liberty 100]] appears in the game and is incorrectly referred to as "Calico M951S", despite the fact that it lacks M951's unique compensator (or any compensator at all, for that matter) and foregrip and has a fixed stock rather than a telescopic one. It is incorrectly depicted in the game as a fully automatic weapon.<br />
<br />
[[File:Liberty100.jpg|thumb|none|350px|Calico Liberty 100 with fixed stock - 9x19mm]]<br />
<br />
==Calico M950==<br />
The [[Calico M950]] appears in the game under its full name. It incorrectly fires in 3-round bursts.<br />
[[file:CalicoM950.jpg|thumb|none|350px|Calico M950 - 9x19mm]]<br />
[[file:Warface Calico M950 lobby.jpg|thumb|none|300px|Calico M950 in lobby.]]<br />
<br />
==Calico M955A==<br />
The [[Calico M955A]] with a brown coloration appears as the "Calico M955A", and is a Rifleman primary weapon. Its in-game description says that it is a semi-automatic rifle despite the fact that it is fully automatic in the game.<br />
[[file:CalicoM955A.jpg|thumb|none|350px|Calico M955A - 9x19mm]]<br />
[[file:Warface Calico M955A holding.jpg|thumb|none|600px|Holding the Calico M955A. Note the 50-round capacity in a 100-round modeled magazine.]]<br />
[[file:Warface Calico M955A aim.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[file:Warface Calico M955A reloading 1.jpg|thumb|none|600px|Swapping mags.]]<br />
[[file:Warface Calico M955A reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[file:Warface Calico M955A custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Calico M955A lobby.jpg|thumb|none|300px|Calico M955A in lobby.]]<br />
<br />
==Calico M960A==<br />
The [[Calico M960A]] is available in this game under its full name.<br />
[[file:Calico960a.jpg|thumb|none|350px|Calico M960A - 9x19mm]]<br />
[[file:Warface Calico M960A lobby.jpg|thumb|none|300px|Calico M960A in lobby.]]<br />
<br />
==CZ Scorpion Evo 3 A1==<br />
The [[CZ Scorpion Evo 3 A1]] is an available weapon. The weapon has all A1 parts with the exception of the receiver itself which is an A type. Most likely the model is based off of an inacurate replica or an earlier model S1 with extra selector markings added.<br />
[[File:Evo 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]<br />
<br />
==Daewoo K7==<br />
A rail-equipped [[Daewoo K7]] appears in the game under its full name.<br />
[[File:Daewoo K7 red dot scope.jpg|thumb|none|350px|Daewoo K7 with picatinny rail and C-More Railway Series red dot sight - 9x19mm]]<br />
[[file:Warface Daewoo K7 holding.jpg|thumb|none|600px|The K7 in the firing range.]]<br />
[[file:Warface Daewoo K7 aim.jpg|thumb|none|600px|Ironsights.]]<br />
[[file:Warface Daewoo K7reloading 1.jpg|thumb|none|600px|Reloading the K7.]]<br />
[[file:Warface Daewoo K7 reloading 2.jpg|thumb|none|600px|Chambering a new round.]]<br />
[[file:Warface Daewoo K7 custom.jpg|thumb|none|600px|Holding the K7 with the customization menu hidden.]]<br />
[[file:Warface Daewoo K7 lobby.jpg|thumb|none|300px|The K7 in the hands of the player's character.]]<br />
<br />
==FN P90 Tactical==<br />
The [[FN P90 Tactical]] is a submachine gun in ''Warface'', named simply as the "FN P90".<br />
[[file:P90 tact d 500px.jpg|thumb|none|350px|FN P90 Tactical - 5.7x28mm]]<br />
[[file:Warface FN P90TR Lobby.jpg|thumb|none|300px|FN P90 Tactical in lobby.]]<br />
<br />
==Grand Power Stribog SP9 A1==<br />
The [[Grand Power Stribog series|Grand Power Stribog SP9 A1]] appears, incorrectly referred to as the SR9 A2 variant. It fires in fully-automatic mode like AC9 and AP9 variants.<br />
[[File:Stribog SP9 A1 SBT.jpg|thumb|none|350px|Grand Power Stribog SP9 A1 with HBI SBT brace - 9x19mm]]<br />
<br />
==Heckler & Koch MP5A3==<br />
A heavily customized [[Heckler & Koch MP5A3]] incorrectly appears as the "H&K MP5'''A5''' Custom". It features a color scheme similar to the [[MP5 MLI]]'s RAL8000, custom flash hider and top rail, Spuhr railed forend, aftermarket charging handle and AR-15 stock adapter with installed Strike Industries Viper Mod-1 stock.<br />
[[File:Hk-mp5n.jpg|thumb|none|350px|Heckler & Koch MP5A3 with Navy trigger group - 9x19mm]]<br />
<br />
==Heckler & Koch MP5A5==<br />
An actual [[Heckler & Koch MP5A5]] appears as the "H&K MP5". The in-game model features a Choate side-folding stock and railed forend. It is the default weapon for the Engineer Class.<br />
[[file:MP5KAC.jpg|thumb|none|350px|Heckler & Koch MP5A5 with PDW stock and KAC railed forend - 9x19mm]]<br />
[[file:Warface Heckler & Koch MP5A5 holding.jpg|thumb|none|600px|Idle with the MP5A5.]]<br />
[[file:Warface Heckler & Koch MP5A5 aim.jpg|thumb|none|600px|Aiming down sights.]]<br />
[[file:Warface Heckler & Koch MP5A5 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]<br />
[[file:Warface Heckler & Koch MP5A5 reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Note that the animation appears to be glitched, and so the player character is stroking the 9 o'clock rail rather than pulling the charging lever.]]<br />
[[file:Warface Heckler & Koch MP5A5 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch MP5A5 lobby.jpg|thumb|none|300px|Heckler & Koch MP5A5 in lobby.]]<br />
<br />
==Heckler & Koch MP7A1==<br />
The [[Heckler & Koch MP7A1]] appears under the simplified name "H&K MP7". It incorrectly holds 30 rounds in the short 20-round magazine.<br />
[[file:H&K MP71A1.jpg|thumb|none|350px|Heckler & Koch MP7A1 - 4.6x30mm.]]<br />
[[file:Warface Heckler & Koch MP7A1 holding.jpg|thumb|none|600px|Holding the MP7A1.]]<br />
[[file:Warface Heckler & Koch MP7A1 aim.jpg|thumb|none|600px|Aiming down the flipped down iron sights.]]<br />
[[file:Warface Heckler & Koch MP7A1 reloading 1.jpg|thumb|none|600px|Replacing the magazine...]]<br />
[[file:Warface Heckler & Koch MP7A1 reloading 2.jpg|thumb|none|600px|...And pulling the charging handle.]]<br />
[[file:Warface Heckler & Koch MP7A1 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch MP7A1 lobby.jpg|thumb|none|300px|Heckler & Koch MP7A1 in lobby.]]<br />
<br />
==Heckler & Koch UMP45==<br />
The [[Heckler & Koch UMP45]] appears as the "H&L UMP".<br />
[[File:UMP45 RIS.jpg|thumb|none|350px|Heckler & Koch UMP45 - .45 ACP]]<br />
[[file:Warface Heckler & Koch UMP45 holding.jpg|thumb|none|600px|Holding a UMP45 with a skin.]]<br />
[[file:Warface Heckler & Koch UMP45 aim.jpg|thumb|none|600px|Aiming down sights.]]<br />
[[file:Warface Heckler & Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch UMP45 reloading 2.jpg|thumb|none|600px|And charging.]]<br />
[[file:Warface Heckler & Koch UMP45 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch UMP45 lobby.jpg|thumb|none|300px|Heckler & Koch UMP45 in lobby.]]<br />
<br />
==Heckler & Koch USC==<br />
The full-auto [[Heckler & Koch USC]] appears as the "H&K UMP Custom".<br />
[[File:Lg usc.jpg|thumb|none|350px|Heckler & Koch USC - .45 ACP]]<br />
<br />
==IMI Mini Uzi==<br />
The [[Mini Uzi]] is an available weapon. It is alternately named "Micro Oren" (Oren being a Jewish name just like Uziel), and described to be "the smaller variant of the Oren SMG".<br />
[[file:Imi-mini-uzi.jpg|thumb|none|350px|IMI Mini UZI - 9x19mm]]<br />
[[file:Warface IMI Micro UZI lobby.jpg|thumb|none|300px|IMI Mini UZI in lobby.]]<br />
<br />
==IWI Uzi Pro==<br />
The [[Uzi Pro]] is an available weapon.<br />
[[file:IMIUziPro.jpg|thumb|none|350px|IWI Uzi Pro - 9x19mm]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] with custom side-mounted rails appears as the "Smg-19 Wisent", wisent being a name for European bison.<br />
[[file:Izhmashpp19bizon.jpg|thumb|none|350px|PP-19 Bizon-2 - 9x18mm Makarov]]<br />
[[file:Warface Izhmash PP-19 Bizon holding.jpg|thumb|none|600px|The player character holds the "Smg-19 Wisent".]]<br />
[[file:Warface Izhmash PP-19 Bizon aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Izhmash PP-19 Bizon reloading 1.jpg|thumb|none|600px|Reloading the helical magazine.]]<br />
[[file:Warface Izhmash PP-19 Bizon reloading 2.jpg|thumb|none|600px|Charging the weapon with the dominant hand.]]<br />
[[file:Warface Izhmash PP-19 Bizon custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Izhmash PP-19 Bizon lobby.jpg|thumb|none|300px|PP-19 Bizon-2 in lobby.]]<br />
<br />
==PP-19-01 Vityaz==<br />
The [[PP-19-01 Vityaz]] appears with Zenit accessories.<br />
[[file:VityazsnOSN.jpg|thumb|none|350px|PP-19-01 "Vityaz-SN" with Zenit accessories - 9x19mm]]<br />
<br />
==Jianshe 9mm==<br />
The [[JS 9mm]] is an available weapon. Its alternate name is "Ch 9mm". Its alternate weapon description states that it is made by "Saluen Group Corporation" as an export version of the "CCW-05."<br />
<br />
It is modeled with a right-handed only charging handle (as in the left side is completely flat with no slit as a charging handle option), which is the feature of an early prototype version of the weapon showcased by Jianshe. More weirdly though, it has ambidextrous selector switches, which no version of the JS 9mm has.<br />
[[file:JS05.jpg|thumb|none|350px|Jianshe 9mm - 9x19mm]]<br />
[[file:Warface Jian She Type-05 holding.jpg|thumb|none|600px|The player character holds the Jianshe 9mm.]]<br />
[[file:Warface Jian She Type-05 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Warface Jian She Type-05 reloading 1.jpg|thumb|none|600px|Swapping mags.]]<br />
[[file:Warface Jian She Type-05 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[file:Warface Jian She Type-05 custom.jpg|thumb|none|600px|Customization menu. Note the textures saying "Jian She DAP92-9"]]<br />
[[file:Warface Jian She Type-05 lobby.jpg|thumb|none|300px|Jianshe 9mm in lobby. Here you can see that the charging handle on the right is modeled flat on the gun, and there is no ejection port.]]<br />
<br />
==LWRC SMG-45==<br />
The [[LWRC SMG-45]] is available in the game.<br />
[[File:LWRC SMG-45 2016.jpg|thumb|none|400px|LWRC SMG-45, 2016 prototype - .45 ACP]]<br />
<br />
==Magpul FMG-9==<br />
The [[Magpul FMG-9]] is available under its full name.<br />
[[file:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]<br />
[[file:Warface FMG9 idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface FMG9 sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface FMG9 reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface FMG9 reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface FMG9 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface FMG9 lobby.jpg|thumb|none|300px|FMG-9 in the Engineer's hands.]]<br />
<br />
==MasterPiece Arms MPA10SST-X==<br />
The .380 ACP version of the [[MasterPiece Arms MPA10SST]], the MPA10SST-X, appears in the game under the latter name. Its alternate name is far more simple, being "MP .38".<br />
[[File:Mpa10sst.jpg|thumb|none|300px|MPA10SST for reference - .45 ACP]]<br />
[[file:Warface MAC-11 holding.jpg|thumb|none|600px|Holding the "MP .38".]]<br />
[[file:Warface MAC-11 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface MAC-11 reloading 1.jpg|thumb|none|600px|Bringing up a new magazine and removing the old one.]]<br />
[[file:Warface MAC-11 reloading 2.jpg|thumb|none|600px|Pulling the left-sided charging handle.]]<br />
[[file:Warface MAC-11 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface MAC-11 lobby.jpg|thumb|none|300px|Holding the weapon in lobby.]]<br />
<br />
==PM-98==<br />
The [[PM-98]] is known in the game as the older "PM-84 Glauberyt Custom". It fires in 4-round bursts, which is incorrect, as the real PM-98 fires in semi-auto/full-auto.<br />
[[File:PM 98.jpg|thumb|none|350px|PM-98 - 9x19mm]]<br />
[[file:Warface PM98 idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface PM98 sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface PM98 reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface PM98 reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface PM98 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface PM98 lobby.jpg|thumb|none|300px|PM98 in lobby.]]<br />
<br />
==PP-2000==<br />
The [[PP-2000]] appears as the "TT-3000".<br />
[[file:Pp-2000 1.jpg|thumb|none|350px|PP-2000 - 9x19mm]]<br />
[[file:Warface KBP PP-2000 lobby.jpg|thumb|none|300px|PP-2000 in lobby.]]<br />
<br />
==PPSh-41==<br />
The [[PPSh-41]] appears as the "Shpagin PPSh-41" in most versions except Russian, where it appears simply as the "PPSh-41".<br />
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev.]]<br />
[[file:Warface PPSH idle.jpg|thumb|none|600px|Holding the PPSh-41.]]<br />
[[file:Warface PPSH sights.jpg|thumb|none|600px|Aiming the PPSh-41.]]<br />
[[file:Warface PPSH reload1.jpg|thumb|none|600px|Reloading the weapon.]]<br />
[[file:Warface PPSH reload2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[file:Warface PPSH lobby.jpg|thumb|none|300px|PPSH-41 in lobby.]]<br />
<br />
==SAR 109T==<br />
The [[SAR 109T]] was added as the "SAR 109T Specs".<br />
[[file:SAR 109T.jpg|thumb|none|350px|SAR 109T - 9x19mm]]<br />
<br />
==Sa. Vz. 83 Skorpion==<br />
The [[Sa. Vz. 83 Skorpion]]. Its alternate name is "Metasoma 83", Metasoma is the tail of the scorpion.<br />
[[file:Vz83.jpg|thumb|none|350px|Sa. Vz. 83 Skorpion - .380 ACP]]<br />
<br />
==SIG-Sauer MPX==<br />
The [[SIG-Sauer MPX|SIG-Sauer MPX SBR]] (evidenced by the two-position selector switch) was added as the "SIG MPX SBR Custom". It fires in 4-round bursts, which is incorrect for any MPX variant: the real MPX SBR is semi-automatic, while the MPX SMG fires in semi-auto/full-auto.<br />
[[File:MPX Gen1.jpg|thumb|none|350px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]<br />
<br />
==SR-2M Veresk==<br />
The [[SR-2M Veresk]] is an available weapon. Its alternate name is "SN-5G Sarosk".<br />
[[file:SR-2Veresk.jpg|thumb|none|350px|SR-2M Veresk - 9x21mm]]<br />
[[file:Warface SR-2M Veresk lobby.jpg|thumb|none|300px|SR-2M Veresk in lobby.]]<br />
<br />
==Sten Mk II(S)==<br />
The [[Sten Mk II(S)]] is an available weapon. Its alternate name is "Sten MK IIS".<br />
[[file:StenMKIISilenced.jpg|thumb|none|350px|Sten Mk II(S) (Canadian) - 9x19mm]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears as the "AUG A3 9mm XS", and alternately named "A3 9mm XS". The alternate description states that it is "a variant of the original A3-210 assault rifle", which is the alternate name of the AUG A3.<br />
[[file:AUG A3 9mm XS.jpg|thumb|none|350px|Steyr AUG A3 9mm XS - 9x19mm]]<br />
[[file:Warface Steyr AUG A3 9mm XS holding.jpg|thumb|none|600px|Holding the AUG SMG.]]<br />
[[file:Warface Steyr AUG A3 9mm XS aim.jpg|thumb|none|600px|Aiming the AUG A3 9mm XS.]]<br />
[[file:Warface Steyr AUG A3 9mm XS reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]<br />
[[file:Warface Steyr AUG A3 9mm XS reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[file:Warface Steyr AUG A3 9mm XS custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Steyr AUG A3 9mm XS lobby.jpg|thumb|none|300px|Steyr AUG A3 9mm XS in lobby.]]<br />
<br />
==M1928 Thompson==<br />
The [[M1928 Thompson]] is an available weapon.<br />
[[file:M1928.jpg|thumb|none|350px|M1928 Thompson with 50-round drum magazine - .45 ACP]]<br />
<br />
==TDI Vector==<br />
There are currently two variants of [[TDI Vector]] available in the game.<br />
<br />
=== "Kriss super V" ===<br />
[[file:KrissSuperV.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector - .45 ACP]]<br />
[[file:Warface TDI Vector holding.jpg|thumb|none|600px|The player character holds the Vector.]]<br />
[[file:Warface TDI Vector aim.jpg|thumb|none|600px|Aiming down the iron sights.]]<br />
[[file:Warface TDI Vector reloading 1.jpg|thumb|none|600px|Reloading. Note the unusable SureFire flashlight above the barrel.]]<br />
[[file:Warface TDI Vector reloading 2.jpg|thumb|none|600px|Charging the weapon.]]<br />
[[file:Warface TDI Vector custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface TDI Vector lobby.jpg|thumb|none|300px|The Vector SMG in lobby.]]<br />
<br />
=== "Kriss Super V Custom" ===<br />
This version of the Vector was added during the "K.I.W.I." event and was available as one of the rewards. Unlike its earlier, non-Custom version, this Vector is a Gen II model, though it is still modeled with a Gen I safety. Additionally, it doesn't have a Surefire flashlight installed, and features a stock adaptor with installed Magpul UBR stock. It also features a unique muzzle attachment, based on KRISS Vector CRB Enhanced barrel shroud, that incorrectly acts as a suppressor in-game.<br />
[[File:Vector CRB II Enhanced.jpg|thumb|none|350px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]<br />
<br />
==Quarter Circle 10 Custom Pistol ==<br />
The AR-9 pistol manufactured by '''Quarter Circle 10''' is an available weapon.<br />
[[file:Quarter Circle 10 9mm Pistol.jpg|thumb|none|350px|Quarter Circle 10 Ranger (GSF) Rear Charging 9MM AR Pistol - 9x19mm]]<br />
<br />
=Shotguns=<br />
==AA-12 CQB==<br />
The [[AA-12|AA-12 CQB]] appears with the alternate name "FAS-12".<br />
[[file:AA-12 CQB.jpg|thumb|none|350px|AA-12 CQB - 12 gauge]]<br />
<br />
==Baikal MP-155 Ultima==<br />
The [[Baikal MP-155 Ultima]] was added to the game.<br />
[[File:MP-155 Ultima.jpg|thumb|none|350px|Baikal MP-155 Ultima smart shotgun, first model - 12 gauge]]<br />
<br />
==Benelli M4 Super 90==<br />
The [[Benelli M4 Super 90]] is alternately known as "Richmond M4 Super 90". Richmond is a name that you will see a few more times on this page, being applied to other weapons from different real life manufacturers.<br />
[[file:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 - 12 gauge]]<br />
[[file:Warface Benelli M4 Super 90 lobby.jpg|thumb|none|300px|Benelli M4 Super 90 in lobby.]]<br />
<br />
==Benelli Super Black Eagle 3==<br />
The [[Benelli Super Black Eagle 3]] was added to the game.<br />
[[file:Benelli Super Black Eagle 3.jpg|thumb|none|350px|Benelli Super Black Eagle 3 - 12 gauge]]<br />
<br />
==Benelli Supernova Tactical==<br />
Just like the M4 Super 90, the [[Benelli Supernova Tactical]] appears with the alternate name "Richmond Nova Tactical".<br />
[[file:Benelli Supernova Tactical.jpg|thumb|none|350px|Benelli Supernova Tactical with telescopic stock - 12 gauge]]<br />
[[file:Warface Benelli Super Nova Tactical holding.jpg|thumb|none|600px|Holding the Supernova Tactical.]]<br />
[[file:Warface Benelli Super Nova Tactical aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Benelli Super Nova Tactical reloading 1.jpg|thumb|none|600px|Pumping the handle.]]<br />
[[file:Warface Benelli Super Nova Tactical reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Benelli Super Nova Tactical custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Benelli Super Nova Tactical lobby.jpg|thumb|none|300px|A Supernova in the lobby.]]<br />
<br />
==Charles Daly Honcho Triple-Barrel==<br />
The [[Chiappa Triple Threat|Charles Daly Honcho Triple-Barrel]] appears in game, apparently attempting to masquerade as the Chiappa Triple Threat.<br />
[[file:Charles Daly Honcho Triple-Barrel.jpg|thumb|none|350px|Charles Daly Honcho Triple-Barrel - 12 gauge]]<br />
[[File:Warface_TripleThreat_Customize.jpg|thumb|none|600px|The customization menu of the faux Triple Threat. Its only unique attachment is the muzzle device, which is basically identical to the standard muzzle device available for most other shotguns in the game. Also note the (largely illegible in the screenshot) markings on the barrel, which are trying very hard to convince the user that this is totally a legit Triple Threat.]]<br />
[[File:Warface_TripleThreat_Pewpew.jpg|thumb|none|600px|Unloading some 12 gauge on the holograms in the killhouse.]]<br />
[[File:Warface_TripleThreat_ADS.jpg|thumb|none|600px|Aiming down the 'sights' of the shotgun, giving the player a face full of the rail and the tiny illuminated front post]] <br />
[[File:Warface_TripleThreat_Reload1.jpg|thumb|none|600px|Now encountered with a target rich environment, our medic friend dumps the spent cartridges out during a reload.]]<br />
[[File:Warface_TripleThreat_Reload2.jpg|thumb|none|600px|Shoving in some fresh shells before flinging the barrel up, and we're back in action.]]<br />
[[File:Warface_TripleThreat_Melee.jpg|thumb|none|600px|Meleeing with the 'I swear it's a Triple Threat'; apparently the name did not account for the fourth threat of blunt force trauma.]]<br />
<br />
==Crye Precision SIX12==<br />
The 1st prototype of the [[Crye Precision SIX12]] appears simply as the "SIX12".<br />
[[file:Crye Precision SIX12 prototype.jpg|thumb|400px|none|Crye Precision SIX12 (1st prototype) - 12 gauge]]<br />
[[file:Warface Crye Precision Six12 holding.jpg|thumb|none|600px|Here's a SIX12 with a gaudy skin.]]<br />
[[file:Warface Crye Precision Six12 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Crye Precision Six12 reloading 2.jpg|thumb|none|600px|Inserting the new magazine.]]<br />
[[file:Warface Crye Precision Six12 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface SIX12 lobby.jpg|thumb|none|300px|SIX12 in lobby.]]<br />
<br />
===Crye Precision SIX12 with SilencerCo Salvo 12===<br />
The production version of the [[Crye Precision SIX12]] appears with an integral SilencerCo Salvo 12 suppressor, under the name "SIX12 AUTO-SD".<br />
[[File:Crye six12 suppressor 2016.jpg|thumb|none|400px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]<br />
<br />
==Daewoo USAS-12==<br />
The [[USAS-12]] is known alternately as "US-12".<br />
[[file:Usas-12.jpg|thumb|none|350px|Daewoo USAS-12 - 12 gauge]]<br />
<br />
==Dagger SAP6==<br />
The [[Dagger SAP6]] is available in the game as a Legendary Shotgun under the simplified name "SAP6".<br />
[[File:SAP6.jpg|thumb|none|350px|Dagger SAP6 - 12 gauge]]<br />
[[file:Warface SAP6 lobby.jpg|thumb|none|300px|Dagger SAP6 in lobby.]]<br />
<br />
==Derya Anakon AK-100==<br />
The [[Derya Anakon Semi Automatic Shotgun|Derya Anakon AK-100]] appears as simply "Anakon", and alternately known as "Boas Semi-Automatic Shotgun", since Anakon sounds like Anaconda.<br />
[[file:Anakon-ak-100-avtufegi1.jpg|thumb|none|350px|Derya Anakon AK-100 - 12 gauge]]<br />
[[file:Warface Derya Anakon AK-100 holding.jpg|thumb|none|600px|The player character holds the Anakon.]]<br />
[[file:Warface Derya Anakon AK-100 aim.jpg|thumb|none|600px|Aiming down the sights.]]<br />
[[file:Warface Derya Anakon AK-100 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Derya Anakon AK-100 reloading 2.jpg|thumb|none|600px|Inserting a shell.]]<br />
[[file:Warface Derya Anakon AK-100 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Derya Anakon AK-100 lobby.jpg|thumb|none|300px|Derya Anakon AK-100 in lobby.]]<br />
<br />
==Derya MK-10 VR 103==<br />
The [[Derya MK-10|Derya MK-10 VR 103]] is named "Derya MK-10 VR 102", with the alternate name "Anatolia RK-102".<br />
[[file:Derya MK-10 VR 103.jpg|thumb|none|350px|Derya MK-10 VR 103 - 12 gauge]]<br />
[[file:Derya MK-10 VR 102.jpg|thumb|none|350px|Derya MK-10 VR 102, for comparison - 12 gauge]]<br />
[[file:Warface Derya MK10 lobby.jpg|thumb|none|300px|Derya MK-10 VR 103 in lobby.]]<br />
<br />
==FABARM P.S.S.10==<br />
The [[FABARM P.S.S.10]] appears.<br />
[[File:Fabarm PSS10.jpg|thumb|none|350px|FABARM P.S.S.10 - 12 gauge]]<br />
[[file:Warface PSS10 lobby.jpg|thumb|none|300px|FABARM P.S.S.10 in lobby.]]<br />
<br />
==FABARM SAT 8 Pro Telescopic==<br />
The [[FABARM SAT 8|FABARM SAT 8 Pro Telescopic]] appears as the "Fabarm S.A.T.8 Pro". It is modified with the irremovable Fortis Shift vertical grip.<br />
[[file:FABARM SAT 8 PRO TELESCOPIC.jpg|thumb|none|350px|FABARM SAT 8 Pro Telescopic - 12 gauge]]<br />
[[file:Warface FABARMSAT8Pro Draw.jpg|thumb|none|600px|Racking the bolt on the SAT 8 Pro; although, "handle attached to the bolt" would be a better descriptor as the bolt itself never moves for some reason. This happens every time the player draws the SAT 8 Pro (as opposed to never, when reloading) so the player is technically losing 1 round every time they raise the weapon.]]<br />
[[file:Warface FABARMSAT8Pro Fire.jpg|thumb|none|600px|A medic blasts away at some targets with the SAT 8 Pro.]]<br />
[[file:Warface FABARMSAT8Pro ADS.jpg|thumb|none|600px|Lining up a shot on another hologram.]]<br />
[[file:Warface FABARMSAT8Pro Customize.jpg|thumb|none|600px|Despite very much being on the clock, the medic takes his time picking out attachments for his next engagement.]]<br />
[[file:Warface FABARMSAT8Pro Reload.jpg|thumb|none|600px|Having decided on the attachment choices of '''nothing''', he blasts away at the remaining targets and reloads. As mentioned previously, the action is never cycled at the end of empty reloads.]]<br />
[[file:Warface FABARMSAT8Pro Melee.jpg|thumb|none|600px|The medic then attempts to teach the hologram a thing or two about close quarters combat.]]<br />
<br />
[[file:Warface SAT8 lobby.jpg|thumb|none|300px|FABARM SAT8 Pro Telescopic in lobby.]]<br />
<br />
==FABARM STF 12 Compact==<br />
The [[FABARM STF 12|FABARM STF 12 Compact]] is renamed to "Fararm ATF 12" as its alternate name.<br />
[[file:Fabarm STF12 COMPACT.jpg|thumb|none|350px|FABARM STF 12 Compact - 12 gauge]]<br />
<br />
==FABARM STF 12 Short Initial==<br />
The [[FABARM STF 12|FABARM STF 12 Short Initial]] was added.<br />
[[file:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|350px|FABARM STF 12 Short Initial - 12 gauge]]<br />
<br />
==FABARM XLR5 Velocity LR==<br />
The titanium silver left-handed version of the [[FABARM XLR5|FABARM XLR5 Velocity LR]] appears in the game as "Fabarm XLR5 Prestige".<br />
[[File:Fabarm XLR5 Velocity LR.jpg|thumb|none|350px|FABARM XLR5 Velocity LR - 12 gauge]]<br />
[[file:Warface FabarmXLR5 idle.jpg|thumb|none|600px|Player character holds her XLR5.]]<br />
[[file:Warface FabarmXLR5 sights.jpg|thumb|none|600px|Aiming using the mounted sight rail as an improvised rear sight.]]<br />
[[file:Warface Fabarm XLR5 reload.jpg|thumb|none|600px|Reloading. Like with many other shotguns in the game, the player character never operates the charging handle regardless of how many shells are left.]]<br />
[[file:Warface FabarmXLR5 mods.jpg|thumb|none|600px|Customization menu.]]<br />
<br />
==Fostech Origin-12==<br />
The [[Fostech Origin-12]] appears.<br />
[[File:Origin-12-short.jpg|thumb|none|350px|Fostech Origin-12 with short barrel - 12 gauge]]<br />
<br />
==Franchi SPAS-12==<br />
The [[Franchi SPAS-12]] appear with the alternate name "PHS-12". It is used exclusively in pump-action mode.<br />
[[file:FSpas12orign.jpg|thumb|none|350px|Franchi SPAS-12 - 12 gauge]]<br />
[[file:Warface Franchi SPAS-12 holding.jpg|thumb|none|600px|Holding the SPAS-12.]]<br />
[[file:Warface Franchi SPAS-12 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Franchi SPAS-12 reloading 1.jpg|thumb|none|600px|Regardless of how many shells remain, reloading the SPAS-12 is always done with a shotgun speedloader that apparently disappears into the gun.]]<br />
[[file:Warface Franchi SPAS-12 reloading 2.jpg|thumb|none|600px|After feeding the shotgun a tube of shotgun shells, the player pulls the charging handle.]]<br />
[[file:Warface Franchi SPAS-12 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Franchi SPAS-12 lobby.jpg|thumb|none|300px|Franchi SPAS-12 in lobby.]]<br />
<br />
==Franchi SPAS-15==<br />
The [[Franchi SPAS-15]], in the same vein as SPAS-12, is renamed to "PHS-15" as its alternate name. It is used exclusively in Pump-action.<br />
[[file:Franchi spas15.jpg|thumb|none|350px|Franchi SPAS-15 - 12 gauge]]<br />
[[file:Warface Franchi SPAS-15 holding.jpg|thumb|none|600px|Holding the SPAS-15.]]<br />
[[file:Warface Franchi SPAS-15 aim.jpg|thumb|none|600px|Aiming the weapon.]]<br />
[[file:Warface Franchi SPAS-15 reloading 1.jpg|thumb|none|600px|Pump-action.]]<br />
[[file:Warface Franchi SPAS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Franchi SPAS-15 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Franchi SPAS-15 lobby.jpg|thumb|none|300px|Franchi SPAS-15 in lobby.]]<br />
<br />
==Hawk 97-2==<br />
The [[Hawk 97-2]] appears as the "Kite Pump" as its alternate name.<br />
[[file:Hawkpump.jpg|thumb|none|350px|Hawk 97-2 - 12 gauge]]<br />
[[file:Warface Hawk 97-2 holding.jpg|thumb|none|600px|Holding the Hawk shotgun.]]<br />
[[file:Warface Hawk 97-2 aim.jpg|thumb|none|600px|Aiming the weapon.]]<br />
[[file:Warface Hawk 97-2 reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]<br />
[[file:Warface Hawk 97-2 reloading 2.jpg|thumb|none|600px|Loading new magazine.]]<br />
[[file:Warface Hawk 97-2 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Hawk 97-2 lobby.jpg|thumb|none|300px|Hawk 97-2 in lobby.]]<br />
<br />
==Hunt Group MH12==<br />
The [[Hunt Group MH12]] was added to the game.<br />
[[File:Hunt Group MH12.jpg|thumb|none|350px|Hunt Group MH12 - 12 gauge]]<br />
<br />
==Kel-Tec KSG==<br />
The [[Kel-Tec KSG]] appears as the "Kel-Tec Shotgun", and as with the alternate name "PEG-KT". The PEG name is also applied several other unrelated shotguns in the game for some unknown reason.<br />
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|350px|Kel-Tec KSG - 12 gauge]]<br />
[[file:Warface Kel-Tec KSG holding.jpg|thumb|none|600px|Holding the Kel-Tec KSG.]]<br />
[[file:Warface Kel-Tec KSG aim.jpg|thumb|none|600px|Aiming down sights.]]<br />
[[file:Warface Kel-Tec KSG reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]<br />
[[file:Warface Kel-Tec KSG reloading 2.jpg|thumb|none|600px|Loading shells into the weapon.]]<br />
[[file:Warface Kel-Tec KSG custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Kel-Tec KSG lobby.jpg|thumb|none|300px|Kel-Tec KSG in lobby.]]<br />
<br />
==Kel-Tec KS7==<br />
The [[Kel-Tec KS7]] was added to the game.<br />
[[File:Kel-Tec KS7.jpg|thumb|none|350px|Kel-Tec KS7 - 12 gauge]]<br />
<br />
==Komrad 12==<br />
The [[Komrad 12]] was added to the game.<br />
[[file:Komrad 12.jpg|thumb|none|350px|Komrad 12 - 12 gauge]]<br />
[[file:Kalashnikov USA KS-12.jpg|thumb|none|350px|Kalashnikov USA KS-12 - 12 gauge]]<br />
<br />
==LSA Saiga 12 Signcutter CS-VLR==<br />
The [[Saiga 12|LSA Saiga 12 Signcutter CS-VLR]] appears as simply "Saiga", and alternate named "PEG".<br />
[[file:LSA Saiga 12 Signcutter cs-vlr.jpg|thumb|none|350px|LSA Saiga 12 Signcutter CS-VLR - 12 gauge]]<br />
[[file:Warface PEG holding.jpg|thumb|none|600px|Holding the Saiga shotgun.]]<br />
[[file:Warface PEG aim.jpg|thumb|none|600px|Aiming down sights.]]<br />
[[file:Warface PEG reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]<br />
[[file:Warface PEG reloading 2.jpg|thumb|none|600px|Then a pull of the charging handle.]]<br />
[[file:Warface PEG custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface LSA Saiga 12 Signcutter CS-VLR lobby.jpg|thumb|none|300px|LSA Saiga 12 Signcutter CS-VLR in lobby.]]<br />
<br />
==MAG-7==<br />
The [[Techno Arms MAG-7]] appears in the game simply as "MAG-7". It is modified with the top-folding stock and TangoDown Stubby Grip that can't be removed.<br />
[[file:Mag7.jpg|thumb|none|350px|MAG-7 - 12 gauge]]<br />
[[file:Warface MAG-7 idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface MAG-7 reload drop.jpg|thumb|none|600px|Reloading]]<br />
[[file:Warface MAG-7 reload insert.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface MAG-7 mods.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface MAG-7 lobby.jpg|thumb|none|300px|MAG-7 in lobby.]]<br />
<br />
==Molot Vepr-12==<br />
The [[Vepr-12|Molot Vepr-12]] is known as "Vepr", and alternately known as "VIPER". Short barreled version with wooden handguard and stock was added to the game in 2022.<br />
[[file:Vepr-12.jpg|thumb|none|350px|Molot Vepr-12 - 12 gauge]]<br />
[[File:Vepr-12 wood stock.jpg|thumb|none|350px|Molot Vepr-12 with wooden stock - 12 gauge]]<br />
[[file:Warface VEPR idle.jpg|thumb|none|600px|Holding.]]<br />
[[File:Warface VEPR reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[File:Warface VEPR reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[File:Warface VEPR mods.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Molot Vepr-12 lobby.jpg|thumb|none|300px|Molot Vepr-12 in lobby.]]<br />
<br />
==Mossberg 500 (Customized)==<br />
[[Mossberg 500]], customized with various Magpul attachments, appears as "Mossberg 500 Custom".<br />
[[file:Mossberg 500 tactical.jpg|thumb|none|350px|Mossberg 500 - 12 gauge]]<br />
[[file:Warface M500 idle.jpg|thumb|none|600px|Holding the customized Mossberg.]]<br />
[[file:Warface M500 sights.jpg|thumb|none|600px|Aiming down the MBUS sights.]]<br />
[[File:Warface M500 reload.jpg|thumb|none|600px|Reloading.]]<br />
[[File:Warface M500 mods.jpg|thumb|none|600px|Customization menu.]]<br />
[[File:Warface M500 lobby.jpg|thumb|none|300px|Mossberg 500 in lobby.]]<br />
<br />
==Mossberg 590 with Sidewinder Venom kit==<br />
A [[Mossberg 590]] with a Sidewinder Venom kit and a special red dot sight attached by default appears as the "Sidewinder Venom", and is alternately known as "SX-41".<br />
[[file:Moss590A1.jpg|thumb|none|350px|Mossberg 590 - 12 gauge]]<br />
[[file:Mossberg Maverick 88 Sidewinder Venom.jpg|thumb|none|350px|Mossberg Maverick 88 with a Sidewinder Venom kit - 12 gauge]]<br />
[[file:Warface Mossberg 590 sidekit holding.jpg|thumb|none|600px|Holding the Sidewinder Venom with a grip on the foreend.]]<br />
[[file:Warface Mossberg 590 sidekit reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]<br />
[[file:Warface Mossberg 590 sidekit reloading 2.jpg|thumb|none|600px|Chambering a shell.]]<br />
[[file:Warface Mossberg 590 sidekit custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Mossberg 590 sidekit lobby.jpg|thumb|none|300px|The weapon in lobby.]]<br />
<br />
==Mossberg 590==<br />
A [[Mossberg 590]] with a pistol grip, telescopic stock, RB7M rail, reflex sight, tactical grip and bayonet was added to the game.<br />
[[file:Moss590M4.jpg|thumb|none|350px|Mossberg 590 with heat shield, bayonet lug, and M4-type stock - 12 gauge]]<br />
<br />
==MTs255 Tactical==<br />
The [[MTs255|MTs255 Tactical]] appears as the "MC 255 12", both as its normal name and alternate name. <br />
[[file:MTs255 Tactical.jpg|thumb|none|350px|MTs255 Tactical - 12 gauge]]<br />
[[file:Warface MTs255 Tactical holding.jpg|thumb|none|600px|Holding the shotgun.]]<br />
[[file:Warface MTs255 Tactical aim.jpg|thumb|none|600px|Aiming the weapon.]]<br />
[[file:Warface MTs255 Tactical reloading 1.jpg|thumb|none|600px|Dumping the rounds CoD style, i.e. shaking them out.]]<br />
[[file:Warface MTs255 Tactical reloading 2.jpg|thumb|none|600px|Loading the new shells.]]<br />
[[file:Warface MTs255 Tactical custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface MTs255 Tactical lobby.jpg|thumb|none|300px|MTs255 Tactical in lobby.]]<br />
<br />
===MTs255===<br />
A normal version with a sight was later added in 2022.<br />
[[file:MTs255.jpg|thumb|none|350px|MTs255 - 12 gauge]]<br />
<br />
==Pancor Jackhammer==<br />
The [[Pancor Jackhammer]] appears as the "Jackhammer", alternately named "Piledriver".<br />
[[file:Jackhammer.jpg|thumb|none|350px|Pre-production Pancor Jackhammer - proprietary 12 gauge]]<br />
[[file:Warface Pancor Jackhammer holding.jpg|thumb|none|600px|Holding the Jackhammer.]]<br />
[[file:Warface Pancor Jackhammer aim.jpg|thumb|none|600px|Aiming down sights.]]<br />
[[file:Warface Pancor Jackhammer reloading 1.jpg|thumb|none|600px|While the reload animation is animated somewhat poorly, the process is (mostly) correct. The player character first pushes the forearm forewards, allowing them to replace the casette.]]<br />
[[file:Warface Pancor Jackhammer reloading 2.jpg|thumb|none|600px|Replacing the casette. After this, the player pulls the forearm back in to lock it (because of animation quality, it's hard to tell if the release button on the trigger guard is pressed - most likely not).]]<br />
[[file:Warface Pancor Jackhammer lobby.jpg|thumb|none|300px|Pancor Jackhammer in lobby.]]<br />
<br />
==Remington 870==<br />
The [[Remington 870]] appears under its full name. In its current iteration, it appears to be modified with XS Shotrail fitted with Ghost Ring rear sight. Remington 870 is a starting weapon for the Medic class.<br />
<br />
[[file:Model870P MAXlg.jpg|thumb|none|350px|Remington 870 Police with a Surefire dedicated forend weaponlight - 12 gauge]]<br />
[[file:Warcafe Remington 870 holding.jpg|thumb|none|600px|The player character holds the Remington 870.]]<br />
[[file:Warcafe Remington 870 aim.jpg|thumb|none|600px|Aiming through the ghost rings.]]<br />
[[file:Warcafe Remington 870 reloading 2.jpg|thumb|none|600px|Pumping the shotgun.]]<br />
[[file:Warcafe Remington 870 reloading 1.jpg|thumb|none|600px|Reloading the Remington.]]<br />
[[file:Warcafe Remington 870 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Remington 870 lobby.jpg|thumb|none|300px|Remington 870 in lobby.]]<br />
<br />
==="Remington 870 RAS"===<br />
A heavily modified [[Remington 870]] appears in the game as "Remington 870 RAS". It is fitted with the KAC 870 RAS, Sage stock, custom railed forend and Trijicon RMR sight that can be replaced for any other sight.<br />
[[file:Warface Rem870RAS idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Rem870RAS sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Rem870RAS reload.jpg|thumb|none|600px|Reloading the Remington.]]<br />
[[file:Warface Rem870RAS custom.jpg|thumb|none|600px|Customization menu.]]<br />
<br />
==Remington 870 Express Tactical==<br />
A further customized [[Remington 870|Remington 870 Express Tactical]] appears as the "Remington 870 CB", alternately named "Richmond 870 CB".<br />
[[file:Remington 870 Express Tactical.jpg|thumb|none|350px|Remington 870 Express Tactical - 12 gauge]]<br />
[[file:Warface Remington 870 Express Tactical holding.jpg|thumb|none|600px|Holding our tactical Remington.]]<br />
[[file:Warface Remington 870 Express Tactical aim.jpg|thumb|none|600px|Aiming through the rather tall iron sights.]]<br />
[[file:Warface Remington 870 Express Tactical reloading 1.jpg|thumb|none|600px|Pump-action.]]<br />
[[file:Warface Remington 870 Express Tactical reloading 2.jpg|thumb|none|600px|Reloading the shotgun.]]<br />
[[file:Warface Remington 870 Express Tactical custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Remington 870 Express Tactical lobby.jpg|thumb|none|300px|Remington 870 Express Tactical in lobby.]]<br />
<br />
==Remington V3 TAC-13==<br />
The [[Remington V3 TAC-13]] was added to the game.<br />
[[File:V3 TAC-13.jpg|thumb|none|350px|Remington V3 TAC-13 - 12 gauge]]<br />
<br />
==Saiga 12 in AKU-94 bullpup kit==<br />
The AKU-94 bullpup conversion kit of the [[Saiga 12]] appears as the "Saiga Bullpup". For some unknown reason, it is referred to as "Saiga-12S" in the Russian version of the game, even though it is unknown which version of the shotgun was used for conversion.<br />
[[file:Saiga-94 bullpup.jpg|thumb|none|350px|Saiga 12 in AKU-94 bullpup kit with EOTech sight - 12 gauge]]<br />
[[file:Warface SaigaAKU idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface SaigaAKU sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface SaigaAKU reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SaigaAKU reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SaigaAKU custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Saiga 12 in AKU-94 bullpup kit lobby.jpg|thumb|none|300px|Saiga 12 in AKU-94 bullpup kit in lobby.]]<br />
<br />
==Saiga 12 in CBRPS bullpup kit==<br />
The CBRPS bullpup conversion kit of the [[Saiga 12]] appears as the "Saiga Spike". In game, it is loaded with the slug rounds.<br />
[[File:Saiga-12 CBRPS.jpg|thumb|none|350px|Saiga 12 in CBRPS bullpup kit - 12 gauge]]<br />
[[file:Warface SaigaCBRPS idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Saiga CBRPS sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface SaigaCBRPS reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SaigaCBRPS reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SaigaCBRPS custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface SaigaCBRPS lobby.jpg|thumb|none|300px|"Saiga Spike" in lobby.]]<br />
<br />
==Saiga 12 (H.G.C. custom)==<br />
The [[Saiga 12]] customized by the H.G.C. is available in the game as the Legendary shotgun.<br />
[[File:HGC SBS 9 Silenced DE-1.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.)]]<br />
[[file:Warface SaigaHGC idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface SaigaHGC sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface SaigaHGC reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SaigaHGC reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SaigaHGC reload3.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SaigaHGC custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface SaigaHGC lobby.jpg|thumb|none|300px|"Saiga H.G.C. Custom" in lobby.]]<br />
<br />
==Sawed-Off Over-Under Shotgun==<br />
The Sawed-Off [[Over-Under Shotgun]] was added to the game.<br />
[[File:Sawed-off Browning O-U.jpg|thumb|none|350px|A Sawn-off Browning Over and Under shotgun - 12 gauge]]<br />
<br />
==SRM Arms Model 1216==<br />
The [[SRM Arms Model 1216]] appears with the alternate name "SHG M1217".<br />
[[file:SRM 1216.jpg|thumb|none|350px|SRM Arms Model 1216 - 12 gauge]]<br />
[[file:Warface SRM Arms Model 1216 lobby.jpg|thumb|none|300px|SRM Arms Model 1216 in lobby.]]<br />
<br />
==Sentinel Arms Striker-12==<br />
The [[Sentinel Arms Striker-12]] appears as the "Cobray Striker" (misapplying the Striker-12 name to Cobray), and its alternate name is rather simply "Striker".<br />
[[File:Striker12FullLength.jpg |thumb|none|500px|Sentinel Arms Striker-12 civilian-legal 18" barrel with top folding stock - 12 gauge]]<br />
[[file:Warface SWDCobray Street Sweeper holding.jpg|thumb|none|600px|Holding a Striker variant with a paint job.]]<br />
[[file:Warface SWDCobray Street Sweeper aim.jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[file:Warface SWDCobray Street Sweeper reloading 1.jpg|thumb|none|600px|Loading a shell.]]<br />
[[file:Warface SWDCobray Street Sweeper reloading 2.jpg|thumb|none|600px|Pressing the thumb tab to advance the drum, a reload animation directly copied from ''[[Modern Warfare 2]]''.]]<br />
[[file:Warface SWDCobray Street Sweeper custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface SWD Cobray Street Sweeper lobby.jpg|thumb|none|300px|Striker in lobby.]]<br />
<br />
==Standard Manufacturing DP-12==<br />
The [[Standard Manufacturing DP-12]] appears.<br />
[[File:Standard Manufacturing DP-12.jpg|thumb|none|350px|Standard Manufacturing DP-12 - 12 gauge]]<br />
<br />
==Tavor TS12==<br />
The [[Tavor TS12]] appears in the game as "Tavor TS12 Custom". It is incorrectly shown as having a three-round burst-fire mode that functions in a similar way to the in-game SRM 1216: after firing three rounds, player character will rotate the magazine, meaning that he can somehow get 5 3-round bursts from 3 5-round magazines.<br />
[[File:Tavor TS12.jpg|thumb|none|350px|Tavor TS12 - 12 gauge]]<br />
[[file:Warface TS12 idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface TS12 sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface TS12 reload.jpg|thumb|none|600px|Reloading. Player character will always load only one magazine tube.]]<br />
[[file:Warface TS12 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface TS12 lobby.jpg|thumb|none|300px|Tavor TS12 in lobby.]]<br />
<br />
==Typhoon F12==<br />
The [[Typhoon F12]] was added to the game.<br />
[[File:Typhoon F12 Maxi.jpg|thumb|none|350px|Typhoon F12 Maxi - 12 gauge]]<br />
<br />
==UTAS UTS-15==<br />
The [[UTAS UTS-15]] appears with the alternate name "RST-14".<br />
[[file:UTS-15 Gen2.JPG|thumb|none|350px|UTAS UTS-15 - 12 gauge]]<br />
[[file:Warface UTAS UTS-15 holding.jpg|thumb|none|600px|Holding the UTS-15.]]<br />
[[file:Warface UTAS UTS-15 aim.jpg|thumb|none|600px|Aiming the UTS-15.]]<br />
[[file:Warface UTAS UTS-15 reloading 1.jpg|thumb|none|600px|Reloading the UTS-15 is done entirely through the right side.]]<br />
[[file:Warface UTAS UTS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface UTAS UTS-15 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface UTAS UTS-15 lobby.jpg|thumb|none|300px|UTAS UTS-15 in lobby.]]<br />
<br />
==Uzkon UNG-12==<br />
The [[Uzkon UNG-12]] is available in the game under its full name. It is incorrectly depicted as a slow-firing fully automatic shotgun instead of semi-automatic like it is in real life.<br />
[[File:UNG-12.jpg|thumb|none|350px|Uzkon UNG-12 - 12 gauge]]<br />
[[file:Warface Uzkon idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Uzkon sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Uzkon reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Uzkon reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Uzkon custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Uzkon lobby.jpg|thumb|none|300px|Uzkon UNG-12 in lobby.]]<br />
<br />
==Winchester Model 1887==<br />
The [[Winchester Model 1887]].<br />
[[file:M1887 Airsoft.jpg|thumb|none|350px|Airsoft replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard - 12 gauge]]<br />
<br />
==Winchester Model 1897 "Trench Gun"==<br />
The [[Winchester Model 1897 "Trench Gun"]] appears with the alternate name "Johnson 1957".<br />
[[file:Winchester1897 bayonet.jpg|thumb|none|350px|Winchester Model 1897 "Trench Gun" with bayonet - 12 gauge]]<br />
<br />
=Rifles / Carbines=<br />
==AAC Honey Badger==<br />
The [[AAC Honey Badger]] appears with the alternate name "CCR Honey Badger". It comes with an integrated suppressor by default.<br />
[[file:AAC honey badger.jpg|thumb|none|350px|AAC Honey Badger - 7.62x35mm]]<br />
[[file:Warface HBadger idle.jpg|thumb|none|600px|Aurora Squad's Engineer is holding her trusty Honey Badger.]]<br />
[[file:Warface HBadger sights.jpg|thumb|none|600px|Aiming down through the slightly changed Troy Industries iron sights.]]<br />
[[file:Warface HBadger reload start.jpg|thumb|none|600px|Starting the reload. First of all, engineer is carefully removing the used magazine while keeping the new one at the ready...]]<br />
[[file:Warface HBadger reload mid.jpg|thumb|none|600px|...then she carefully inserts it into the weapon...]]<br />
[[file:Warface HBadger reload end.jpg|thumb|none|600px|...and, finally, racks the charging handle.]]<br />
<br />
==AK-Alfa==<br />
The [[AK-Alfa]] appears as the "AK Alpha". It was available during the "Absolute Power" event.<br />
[[File:AK Alfa.jpg|thumb|none|350px|AK-Alfa - 7.62x39mm]]<br />
<br />
==AK-9==<br />
The [[AK-9]] appears as with the alternate name "FY-9". Unlike the other 9x39 assault rifle, the AS Val, the AK-9 is used by the Engineer rather than Rifleman. Interestingly enough, the "FY" name was also used in ''Crysis'' games for AK-type rifles.<br />
[[file:Ak-9.jpg|thumb|none|350px|AK-9 with suppressor - 9x39mm]]<br />
[[file:Warface AK-9 holding.jpg|thumb|none|600px|The player character holds the AK-9.]]<br />
[[file:Warface AK-9 aim.jpg|thumb|none|600px|Aiming the weapon.]]<br />
[[file:Warface AK-9 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface AK-9 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface AK-9 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Izhmash AK-9 lobby.jpg|thumb|none|300px|AK-9 in lobby.]]<br />
<br />
==AK-12==<br />
The [[AK-12]] has been added to the game.<br />
[[File:AK-12.jpg|thumb|none|350px|AK-12 - 5.45x39mm]]<br />
[[File:Warface_AK12_Idle.jpg|thumb|none|600px|Holding a stock AK-12, which is missing its rear sight for some reason.]]<br />
[[File:Warface_AK12_ADS.jpg|thumb|none|600px|A look down the front sight post.]]<br />
[[File:Warface_AK12_Customize.jpg|thumb|none|600px|AK-12 in the customization menu. A number of unique attachments are available; by default it is equipped with the "AK-12 Special Suppressor" (AK-12's standard muzzle device in real life) with the option to equip a unique sound suppressor (called "AK-12 Special Silencer"), as well as a SIG-Sauer Romeo 4 red dot sight. It would also have a unique foregrip, the "AK-12 Special Grip" (KAC vertical grip in real life), which is not present here for some reason.]]<br />
[[File:Warface_AK12_Magin.jpg|thumb|none|600px|Rocking in a new magazine on a reload.]]<br />
[[File:Warface_AK12_Charge.jpg|thumb|none|600px|Which is then followed by an underhand bolt pull to chamber the rifle. It'd probably be more practical to cant the weapon to the right as the bolt is racked, instead of maintaining whatever pose is shown here.]]<br />
[[File:Warface_AK12_MaginAlt.jpg|thumb|none|600px|Swapping mags with a kitted out AK-12. As with a number of recent post-launch weapons, the AK-12 has an alternate reload; this reload involves everything being operated with the right hand.]]<br />
[[File:Warface_AK12_ChargeAlt2.jpg|thumb|none|600px|Racking the bolt again, but with the dominant hand this time. This reload animation would eventually be reused by the SVD.]][[File:Warface_AK12_Romeo4ADS.jpg|thumb|none|600px|Sighting in the Romeo 4 on who is presumably Warface's knockoff of GySgt. Hartman. The Romeo 4 incorrectly possesses 1.8x magnification; the real Romeo 4 is an unmagnified red dot sight. Presumably this generates far more than just 1.8x of image magnification when compounded with the significant loss of camera FOV, caused by the mere action of aiming down sights.]]<br />
[[File:Warface_AK12_Melee.jpg|thumb|none|600px|The rifleman proceeds to give Big Brother a Russian buttstroke.]]<br />
<br />
==AK-15==<br />
An [[AK-15]] with various modified parts, such as Hexagon handguard, ''Kocherga'' stock, KGB MG-47 pistol grip, red dot sight, Hexagon suppressor, and tactical grip was added as the "AK-15 Custom".<br />
[[File:AK-15.jpg|thumb|none|350px|AK-15 - 7.62x39mm]]<br />
<br />
==AK-103==<br />
The [[AK-103]] with an [[AKM]]-style flash hider appears as with the alternate name "FY-103".<br />
[[file:AK103.jpg|thumb|none|350px|AK-103 - 7.62x39mm]]<br />
[[file:Warface Izhmash AK-103 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Izhmash AK-103 aim.jpg|thumb|none|600px|The player aims the weapon.]]<br />
[[file:Warface Izhmash AK-103 reloading 1.jpg|thumb|none|600px|Reloading. Note how it shares its reloading animation with Vepr-12, AK-9 and RPK.]]<br />
[[file:Warface Izhmash AK-103 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Izhmash AK-103 Custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Izhmash AK-103 lobby.jpg|thumb|none|300px|AK-103 in lobby.]]<br />
<br />
==AKM==<br />
The [[AKM]] appears, incorrectly referred to as the AK-47. It appears to be modified with some kind of rail mount installed in the place of standard rear sight.<br />
[[file:AKMRifle.jpg|thumb|none|350px|AKM - 7.62x39mm]]<br />
[[file:Warface AKM idle.jpg|thumb|none|601px|The player character holds the AKM.]]<br />
[[file:Warface AKM sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface AKM reload1.jpg|thumb|none|601px|Warface operators have a rather unusual reload technique. First of all, they drop the used magazine by pressing the magazine release lever with their index finger.]]<br />
[[file:Warface AKM reload2.jpg|thumb|none|601px|Then they simply insert a new one.]]<br />
[[file:Warface AKM reload3.jpg|thumb|none|601px|And rack the charging handle. AKM uses a unique reloading animation compared to other AKs (namely, AK-9, AK-103 and RPK)]]<br />
[[file:Warface AKM mods.jpg|thumb|none|600px|Customization menu]]<br />
[[file:Warface AKM lobby.jpg|thumb|none|300px|AKM in lobby.]]<br />
<br />
==AKS-74U==<br />
The [[AKS-74U]] was added to the game.<br />
[[File:AKS74U.jpg|thumb|none|350px|AKS-74U - 5.45x39mm]]<br />
<br />
==AM-17==<br />
The [[AM-17]] was added to the game.<br />
[[File:AM-17.jpg|thumb|none|350px|AM-17, 2017 prototype - 5.45x39mm]]<br />
<br />
==AMB-17==<br />
The [[AMB-17]] was added in 2020.<br />
[[File:AMB-17.jpg|thumb|none|350px|AMB-17 - 9x39mm]]<br />
<br />
==AN-94==<br />
The incorrectly 7.62x39 [[AN-94]] fitted with recoil pad, custom pistol grip, and tactical grip has been added to the game.<br />
[[File:An94-1.jpg|thumb|none|350px|AN-94 - 5.45x39mm]]<br />
<br />
==AS Val==<br />
The [[AS Val]] uses B-3 mount on the handguard and scope mount and appears with the alternate name "AR-"GAR"".<br />
[[file:AS Val.jpg|thumb|none|350px|AS Val - 9x39mm]]<br />
[[file:Warface AS Val nowy holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface AS Val nowy aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface AS Val nowy reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface AS Val nowy reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface AS Val nowy custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface AS Val lobby.jpg|thumb|none|300px|AS Val in lobby.]]<br />
<br />
==Benelli MR1==<br />
The [[Benelli MR1]] has been added to the game.<br />
[[File:Benelli MR1.jpg|thumb|none|350px|Benelli MR1 - 5.56x45mm NATO]]<br />
<br />
==Beretta ARX-160==<br />
The [[Beretta ARX-160]] appears.<br />
[[File:Arx-160 CQB Coyote brown.jpg|thumb|none|350px|Beretta ARX-160 Coyote brown with 11.89" barrel - 5.56x45mm NATO]]<br />
<br />
==Bushmaster ACR==<br />
The [[Bushmaster ACR]] appears with the alternate name "CCR".<br />
[[file:Bushmaster-acr-carbine.jpg|thumb|none|350px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights & PMag magazine - 5.56x45mm NATO]]<br />
[[file:Warface Bushmaster ACR holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Bushmaster ACR aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Bushmaster ACR reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Bushmaster ACR reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Bushmaster ACR custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Bushmaster ACR lobby.jpg|thumb|none|300px|Bushmaster ACR in lobby.]]<br />
<br />
==Cobalt Kinetics 27 Expert==<br />
The [[Cobalt Kinetics 27 Expert]] was added to the game, referred to as the "Cobalt Kinetics Twenty-Seven".<br />
[[File:Cobalt 27 Expert.jpg|thumb|none|350px|Cobalt Kinetics 27 Expert - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]<br />
[[file:Warface CobaltKinetic27 Idle.jpg|thumb|none|600px|Holding the Cobalt Kinetics 27 Expert.]]<br />
[[file:Warface CobaltKinetic27 Customize.jpg|thumb|none|600px|Opening the customization menu reveals many of the same attachment options as the other Cobalt Kinetics weapons, except the 27 Expert uses a different suppressor (OSS Elite) and the Holosun sight is indexed as the "Holosun MK4".]]<br />
[[file:Warface CobaltKinetic27 Magout.jpg|thumb|none|600px|Flinging out the old magazine.]]<br />
[[file:Warface CobaltKinetic27 Magin.jpg|thumb|none|600px|About to insert a new magazine...]]<br />
[[file:Warface CobaltKinetic27 Charge.jpg|thumb|none|600px|...and a pull of the charging handle to complete the reload.]]<br />
[[file:Warface CobaltKinetic27 Melee.jpg|thumb|none|600px|Meleeing with the rifle.]]<br />
<br />
==Cobalt Kinetics Stealth==<br />
The [[Cobalt Kinetics Stealth]] was added to the game. It is referred to as the pistol variant, which is incorrect, as the in-game model is fitted with a stock (specifically an MVB ARC collapsible stock), not a pistol stabilizer.<br />
[[File:Cobalt Kinetics Stealth.jpg|thumb|none|350px|Cobalt Kinetics Stealth - .300 Blackout]]<br />
[[File:Warface_CobaltKineticsStealth_Idle.jpg|thumb|none|600px|The Cobalt Kinetics Stealth in idle.]]<br />
[[File:Warface_CobaltKineticsStealth_Customize.jpg|thumb|none|600px|The Stealth in the customization menu. As with the majority of the other Cobalt Kinetics weapons in the game, its unique attachments involve two choices of foregrip, a custom sound suppressor, and a Holosun MK3 red dot sight.]]<br />
[[File:Warface_CobaltKineticsStealth_Magout.jpg|thumb|none|600px|Swapping magazines...]]<br />
[[File:Warface_CobaltKineticsStealth_Magin.jpg|thumb|none|600px|...in with a new magazine...]]<br />
[[File:Warface_CobaltKineticsStealth_Boltrelease.jpg|thumb|none|600px|...and using the forward assist to send the bolt home, accompanied with a rather lame sound effect.]]<br />
[[File:Warface_CobaltKineticsStealth_MagoutAlt_Flip.jpg|thumb|none|600px|The alternate reload starts with a very flamboyant magout.]]<br />
[[File:Warface_CobaltKineticsStealth_MaginAlt.jpg|thumb|none|600px|The new magazine is inserted at a different angle...]]<br />
[[File:Warface_CobaltKineticsStealth_BoltreleaseAlt.jpg|thumb|none|600px|...and the forward assist is operated with the right thumb as opposed to the left.]]<br />
[[File:Warface_CobaltKineticsStealth_Melee.jpg|thumb|none|600px|Meleeing with the Stealth.]]<br />
<br />
==Cobalt Kinetics TEAM==<br />
The [[Cobalt Kinetics TEAM]] was added to the game. It is referred to as the EDGE variant, which has some differences such as the muzzle brake, trigger and pistol grip.<br />
[[File:Cobalt Kinetics TEAM.jpg|thumb|none|350px|Cobalt Kinetics TEAM - .223 Wylde chamber]]<br />
<br />
==CZ 805 BREN A2==<br />
The [[CZ 805 BREN|CZ 805 BREN A2]] was added to the game.<br />
[[File:CZBrenTan.jpg|thumb|none|350px|CZ 805 BREN A2 - 5.56x45mm NATO]]<br />
<br />
==Daewoo K1==<br />
The [[Daewoo K1]] appears as the "GU1", and uses its Korean military classification as a Submachine Gun.<br />
[[file:Carbine Daewoo K1.jpg|thumb|none|350px|Daewoo K1 - 5.56x45mm NATO]]<br />
[[file:Warface Daewoo K1 holding.jpg|thumb|none|600px|Holding the Daewoo K1.]]<br />
[[file:Warface Daewoo K1 aim.jpg|thumb|none|600px|Aiming through the iron sights.]]<br />
[[file:Warface Daewoo K1 reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]<br />
[[file:Warface Daewoo K1 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[file:Warface Daewoo K1 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Daewoo K1 lobby.jpg|thumb|none|300px|Daewoo K1 in lobby.]]<br />
<br />
==Daewoo K2==<br />
The [[Daewoo K2]]. It uses railed handguard,LMT SOPMOD stock and scope riser mount. <br />
<br />
[[File:K2 rifle with scope mount and sling.jpg|thumb|none|400px|Daewoo K2 with sling, scope mount rail and DI Optical red dot scope - 5.56x45mm NATO]]<br />
[[file:Warface Daewoo K2 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Daewoo K2 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Daewoo K2 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Daewoo K2 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Daewoo K2 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Daewoo K2 lobby.jpg|thumb|none|300px|Daewoo K2 in lobby.]]<br />
<br />
==Desert Tech MDR-C==<br />
The prototype version of the [[Desert Tech Micro Dynamic Rifle|Desert Tech MDR-C]] appears in the game as an Engineer's weapon.<br />
[[file:Desert Tech MDR-C.jpg|thumb|none|350px|Desert Tech Micro Dynamic Rifle Compact - 5.56x45mm NATO]]<br />
<br />
==Desert Tech MDRX==<br />
The [[Desert Tech Micro Dynamic Rifle|Desert Tech MDRX]] was added to the game.<br />
[[File:MDRX 556 FDE 20.jpg|thumb|none|350px|Desert Tech MDRX with 20" barrel - 5.56x45mm NATO]]<br />
<br />
==DSA SA58 OSW==<br />
The [[DSA SA58 OSW]].<br />
[[file:DSA-SA-58-OSW.jpg|thumb|none|350px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]<br />
<br />
==Enfield L85A2==<br />
The [[Enfield L85A2]].<br />
[[file:L85A2 upgraded.jpg|thumb|none|350px|Enfield L85A2 - 5.56x45mm NATO]]<br />
<br />
==FAMAS F1==<br />
The [[FAMAS F1]].<br />
[[file:FAMAS-F1.jpg|thumb|none|350px|FAMAS F1 - 5.56x45mm]]<br />
[[file:Warface FAMAS F1 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface FAMAS F1 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface FAMAS F1 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface FAMAS F1 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface FAMAS F1 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface FAMAS F1 lobby.jpg|thumb|none|300px|FAMAS F1 in lobby.]]<br />
<br />
==FB MSBS-5.56B Radon==<br />
The prototype version of the [[FB MSBS Grot#FB MSBS Grot B|FB MSBS-5.56B Radon]] was added to the game as "MSBS Radon". The weapon model appears to be slightly oversized when compared to the magazine size. It is modified with a PWS CQB compensator, a Hera Arms H3 magazine and a set of iron sights by FAB Defense.<br />
[[file:Msbs-5.45B - 2014.JPG|thumb|none|350px|FB MSBS-5.56B Radon (2014-2015 model) - 5.56x45mm]]<br />
[[file:Warface MSBS idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface MSBS reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface MSBS reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface MSBS custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[File:Warface MSBS lobby.jpg|thumb|none|300px|"MSBS Radon" in the lobby.]]<br />
<br />
==FB MSBS Grot C==<br />
The production model of the [[FB MSBS Grot#FB MSBS Grot C|FB MSBS Grot C]] was added as the "FB MSBS Grot".<br />
[[File:MSBS GROT C16 FB-A0.jpg|thumb|none|350px|FB MSBS Grot C16 FB-A0 - 5.56x45mm]]<br />
<br />
==FN F2000 Tactical==<br />
The [[FN F2000 Tactical]].<br />
[[file:FN F2000 TR rifle.jpg|thumb|none|350px|FN F2000 Tactical - 5.56x45mm]]<br />
[[file:Warface FN F2000 Tactical holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface FN F2000 Tactical aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface FN F2000 Tactical reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface FN F2000 Tactical reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface FN F2000 Tactical custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface FN F2000 Tactical lobby.jpg|thumb|none|300px|FN F2000 Tactical in lobby.]]<br />
<br />
==FN SCAR PDW==<br />
The [[FN SCAR PDW]] (previously the EXAR-L PDW in WF West) appears as a Kredit Box weapon and is classified as a submachine gun in-game. It is erroneously modeled with a standard SCAR stock instead of its special collapsing stock, and also features a Magpul MIAD pistol grip, PMAG, modified MBUS sights, and no gas block sight. It has an exclusive “Tactical Grip” attachment, taking the form of a magwell grip that aids in reload speed, accuracy, and sway reduction.<br />
[[file:FN SCAR PDW (old).jpg|thumb|none|350px|FN SCAR PDW - 5.56x45mm]]<br />
[[file:Warface FN SCAR PDW holding.jpg|thumb|none|600px|A gold “EXAR-L PDW” in a player’s hands. The gold version has higher damage than the base version and 5 extra rounds crammed into the magazine.]]<br />
<br />
==FN SCAR-H CQC==<br />
The [[FN SCAR-H CQC]].<br />
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]]<br />
[[file:Warface FN SCAR-H CQC lobby.jpg|thumb|none|300px|FN SCAR-H CQC in lobby.]]<br />
<br />
==Heckler & Koch G36C==<br />
The stockless [[Heckler & Koch G36C]]. Appears as the "Z84".<br />
[[file:Hkg36c.jpg|thumb|none|350px|Heckler & Koch G36C - 5.56x45mm NATO]]<br />
[[file:Warface Heckler & Koch G36C holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Heckler & Koch G36C aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Heckler & Koch G36C reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch G36C reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch G36C custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch G36C lobby.jpg|thumb|none|300px|Heckler & Koch G36C in lobby.]]<br />
<br />
==Heckler & Koch G36KV==<br />
The [[Heckler & Koch G36KV]].<br />
[[file:G36K-2.jpg|thumb|none|350px|Heckler & Koch G36KV with intermediate 15.4 inch "CQB" barrel, export compromise carry handle with folding sights, and retractable butt-stock - 5.56x45mm NATO]]<br />
[[file:Warface Heckler & Koch G36KVholding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Heckler & Koch G36KV aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Heckler & Koch G36KV reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch G36KV reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch G36KV custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch G36KV lobby.jpg|thumb|none|300px|Heckler & Koch G36KV in lobby.]]<br />
<br />
==Heckler & Koch XM8 Carbine==<br />
The [[Heckler & Koch XM8 Carbine]].<br />
[[file:Xm8 rightmed.jpg|thumb|none|350px|Older version of Heckler & Koch XM8 - 5.56x45mm]]<br />
[[file:Warface Heckler & Koch XM8 Carbine holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Heckler & Koch XM8 Carbine aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Heckler & Koch XM8 Carbine reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch XM8 Carbine reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch XM8 Carbine custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch XM8 Carbine lobby.jpg|thumb|none|300px|Heckler & Koch XM8 Carbine in lobby.]]<br />
<br />
==Heckler & Koch XM8 Compact Carbine==<br />
The [[Heckler & Koch XM8 Compact Carbine]]. Mistakenly classified as a submachine gun.<br />
[[file:HK XM8 Compact.JPG|thumb|none|350px|Heckler & Koch XM8 Compact - 5.56x45mm]]<br />
<br />
==Hera Arms CQR==<br />
The [[AR-15|Hera Arms CQR]] appears in the game.<br />
[[File:Hera Arms CQR.jpg|thumb|none|350px|Hera Arms CQR - 5.56x45mm]]<br />
<br />
==Howa Type 89==<br />
A heavily customized [[Howa Type 89]] has been added to the game.<br />
[[File:HowaType89FullStock.jpg|thumb|none|350px|Howa Type 89 with integral bipod - 5.56x45mm. ]]<br />
<br />
==HS Produkt VHS-D2==<br />
The [[HS Produkt VHS-D2]] appears in the game as a Legendary assault rifle under the simplified name "VHS-2". It uses its built-in 3x scope by default, but Picatinny rail on top of it allows you to install any other unlockable sight. It also features a unique underbarrel grenade launcher in the form of the [[HS Produkt VHS-BG]].<br />
[[File:VHS-D2 GL.jpg|thumb|none|350px|HS Produkt VHS-D2 w/ VHS-BG underbarrel grenade launcher - 5.56x45mm NATO & 40x46mm]]<br />
[[file:Warface VHS idle.jpg|thumb|none|600px|First person view at the VHS-D2.]]<br />
[[file:Warface VHS scope.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface VHS left reload1.jpg|thumb|none|600px|Reloading. For whatever reason, VHS-2 has 2 different reload animations with their only difference being the way how player character holds the weapon during the whole procedure.]]<br />
[[file:Warface VHS left reload2.jpg|thumb|none|600px|Instead of using a charging handle, player chracter uses a bolt catch release.]]<br />
[[file:Warface VHS rightreload1.jpg|thumb|none|600px|And other possible reload animation. In this case, the whole procedure will be performed using the right hand.]]<br />
[[file:Warface VHS right reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface VHS mods.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface VHS lobby.jpg|thumb|none|300px|"VHS-2" in lobby.]]<br />
<br />
==IMBEL IA2 (5.56mm)==<br />
The [[IMBEL IA2]] chambered in 5.56x45mm appears as the "IMBEL IA2".<br />
[[file:Imbel ia2.jpg|thumb|none|350px|IMBEL IA2 (early version) - 5.56x45mm NATO]]<br />
[[file:Warface IMBEL IA2 lobby.jpg|thumb|none|300px|IMBEL IA2 in lobby.]]<br />
<br />
==IMBEL IA2 (7.62mm)==<br />
The 7.62x51mm version of the [[IMBEL IA2]] was later added under the name "IMBEL IA2 Assault", fitted with an underbarrel grenade launcher. It is a hybrid of the prototype and production models, as it has a receiver based on the production model, but is depicted with the stock and the front sight of the prototype version. Additionally, it has the charging handle's length of the 5.56mm model and the early version of the 7.62mm model.<br />
[[File:IMBEL-IA2-7.62.jpg|thumb|none|350px|IMBEL IA2 - 7.62x51mm NATO]]<br />
[[File:Imbel-IA2-556.jpg|thumb|none|350px|IMBEL IA2 prototype - 5.56x45mm NATO]]<br />
<br />
==IMI Galil 7.62==<br />
The [[Galil 7.62|IMI Galil 7.62]].<br />
[[file:Galilarm-05.jpg|thumb|none|350px|IMI Galil 7.62 - 7.62x51mm NATO]]<br />
[[file:Warface Galil 7.62 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Galil 7.62 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Galil 7.62 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Galil 7.62 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Galil 7.62 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Galil ARM lobby.jpg|thumb|none|300px|IMI Galil 7.62 in lobby.]]<br />
<br />
==IWI Galil ACE 23==<br />
The [[IWI Galil ACE 23]] was added to the game.<br />
[[File:IMI Galil ACE 23.jpg|thumb|none|350px|IWI Galil ACE 23 - 5.56x45mm NATO]]<br />
<br />
==IWI Galil ACE GAR37==<br />
The [[IWI Galil ACE|IWI Galil ACE GAR37]] was added to the game.<br />
[[File:ACE Gen II GAR37.jpg|thumb|none|350px|IWI Galil ACE (Gen II) GAR37 - 7.62x39mm]]<br />
<br />
==IMI Tavor CTAR-21==<br />
The [[CTAR-21|IMI Tavor CTAR-21]] appears as the "Karkom SMG". It is incorrectly classified as a submachine gun by the game and, as such, is available to Engineer rather than Rifleman.<br />
[[file:IMI CTAR-21 Tavor.jpg|thumb|none|350px|IMI Tavor CTAR-21 - 5.56x45mm]]<br />
<br />
==IMI Tavor TAR-21==<br />
The [[IMI Tavor TAR-21]] appears as the "Tavor TAR-21", alternate name "Karkom".<br />
[[file:Tavor-tar.jpg|thumb|none|350px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]<br />
[[file:Warface IMI Tavor TAR-21 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface IMI Tavor TAR-21 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface IMI Tavor TAR-21 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface IMI Tavor TAR-21 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface IMI Tavor TAR-21 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface IMI Tavor TAR-21 lobby.jpg|thumb|none|300px|IMI Tavor TAR-21 in lobby.]]<br />
<br />
==IWI Carmel==<br />
The [[IWI Carmel]] appears in the game.<br />
[[File:IWI Carmel.jpg|thumb|none|350px|IWI Carmel - 5.56x45mm]]<br />
<br />
==K&M Arms M17S==<br />
The [[Bushmaster M17S|K&M Arms M17S]] appears in the game.<br />
[[File:KM M17S556.jpg|thumb|none|350px|K&M Arms M17S - 5.56x45mm NATO]]<br />
<br />
==Kel-Tec RDB-C==<br />
The [[Kel-Tec RDB|Kel-Tec RDB-C]] was added to the game.<br />
[[File:Kel-Tec RDB-C.jpg|thumb|none|350px|Kel-Tec RDB-C - 5.56x45mm NATO]]<br />
<br />
==Kel-Tec SUB-2000==<br />
The [[Kel-Tec SUB-2000]] appears in the game.<br />
[[File:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|350px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]<br />
<br />
==Knight's Armament PDW==<br />
The [[Knight's Armament PDW]] was added to the game.<br />
[[File:KAC PDW 8in.jpg|thumb|none|350px|KAC PDW with 8" barrel - 6x35mm]]<br />
<br />
==Lone Star Arms TX-15==<br />
The [[TX-15|Lone Star Arms TX-15]] was added to the game.<br />
[[File:TX-15.jpg|thumb|none|350px|Lone Star Arms TX-15 MPC - 5.56x45mm NATO]]<br />
<br />
==M4A1==<br />
The [[M4A1]] in the SOPMOD Block I configuration appears as "M4A1". Namely, it uses KAC handguard and LMT SOPMOD stock and is also modified with A2 rear sight, Magpul mag pull and scope riser mount.<br />
<br />
M4A1 is a starting weapon, available for Rifleman.<br />
<br />
[[file:M4A1EOT.jpg|thumb|none|350px|M4A1 with EOTech 552.A65 Holographic sight and SureFire M951XM05 tactical light - 5.56x45mm NATO]]<br />
[[file:Warface Colt M4A1 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Colt M4A1 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Colt M4A1 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Colt M4A1 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Colt M4A1 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Colt M4A1 lobby.jpg|thumb|none|300px|M4A1 in lobby.]]<br />
<br />
==M16A4==<br />
The [[M16A4]] appears in this game as "M16A3 Custom". Due to the fact that it is depicted as being a fully automatic weapon, it can be presumed that it is based on the export International Colt RO901 rather than a standard M16A4.<br />
<br />
[[file:M16A4withANPEQ&ACOG.jpg|thumb|none|350px|M16A4 - 5.56x45mm NATO]]<br />
[[file:Warface M16 idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface M16 reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface M16 reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface M16 reload3.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface M16 mods.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface M16 lobby.jpg|thumb|none|300px|"M16A3 Custom" in lobby]]<br />
<br />
==Norinco QBZ-97==<br />
The [[Norinco QBZ-97]] appears as the "Type 97".<br />
[[file:QBZ97A.jpg|thumb|none|350px|Norinco QBZ-97A - 5.56x45mm]]<br />
[[file:Warface Type97 idle.jpg|thumb|none|600px|Holding.]]<br />
[[File:Warface Type97 sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Type97 reload start.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Type97 reload mid.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Type97 reload end.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Type97 mods.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Norinco QBZ-95 lobby.jpg|thumb|none|300px|Norinco QBZ-97 in lobby.]]<br />
<br />
==Norinco QBZ-97B==<br />
The [[Norinco QBZ-97B]].<br />
[[file:QBZ97B.jpg|thumb|none|350px|Norinco QBZ-97B - 5.56x45mm]]<br />
<br />
==Ohio Ordnance HCAR==<br />
The [[Ohio Ordnance HCAR]] appears.<br />
[[File:HCAR.jpg|thumb|none|350px|Ohio Ordnance HCAR - .30-06 Springfield]]<br />
<br />
==Olympic Arms K23B Tactical==<br />
What appears to be an [[Olympic Arms K23B Tactical]] with a free-floating handguard appears in the game as the "M4 CQB". It is fitted with an LMT SOPMOD stock and a set of A2 style iron sights.<br />
<br />
It is one of the few weapons that are available for purchase from the start of the game.<br />
<br />
[[File:K23B Tactical.jpg|thumb|none|350px|Olympic Arms K23B Tactical with RIS foregrip - 5.56x45mm]]<br />
[[file:Warface Colt Mk. 18 Mod 0 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Colt Mk. 18 Mod 0 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Colt Mk. 18 Mod 0 reloading 1.jpg|thumb|none|600px|Reloading. Being one of the release weapons that didn't get any major model reworks, it uses exactly the same reload animation as the "M16 SPR". The M4A1 also used this animation prior to a certain update, when all starting weapons' models and animations were reworked.]]<br />
[[file:Warface Colt Mk. 18 Mod 0 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Colt Mk. 18 Mod 0 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Colt Mk. 18 Mod 0 lobby.jpg|thumb|none|300px|"M4 CQB" in lobby.]]<br />
<br />
==OTs-14 Groza==<br />
The [[OTs-14 Groza]] has been added to the game.<br />
[[File:OTS-14.jpg|thumb|none|350px|OTs-14-4A-01 Groza - 9x39mm]]<br />
<br />
==Remington ACR PDW==<br />
The [[Remington ACR|Remington ACR PDW]].<br />
[[file:Remington_ACR_PDW_rifle.jpg|thumb|none|350px|Remington ACR PDW - 5.56x45mm NATO]]<br />
[[file:Warface ACR-C idle.jpg|thumb|none|600px|The so-called "ACR CQB" in the game.]]<br />
[[file:Warface ACR-C sights.jpg|thumb|none|600px|Aiming down. Like its bigger brother, compact ACR uses Magpul MBUS sights.]]<br />
[[file:Warface ACR-C reload start.jpg|thumb|none|600px|ACR CQB's reload animation is somewhat similar to Honey Badger's. First of all, Engineer carefully removes used magazine from the weapon while holding the new one in the other hand...]]<br />
[[file:Warface ACR-C reload mid.jpg|thumb|none|600px|...then, as with the Honey Badger, she inserts the new one into the weapon. Note how her hand clips through the magazine.]]<br />
[[File:Warface ACR-C reload end.jpg|thumb|none|600px|And, finally, she racks the charging handle. Again, note how she doesn't actually hold the handle during the whole process.]]<br />
[[File:Warface ACR-C mods.jpg|thumb|none|600px|Customization menu.]]<br />
<br />
==="ACR CQB Custom"===<br />
A customized version of the ACR PDW was added to the game as the "ACR CQB Custom". This customized ACR uses a 50-round drum magazine (visually a Magpul D-60 drum magazine) and comes stock with a custom sound suppressor, Fortis Shift vertical foregrip (referred to as "ACR CQB Custom Tactical Grip") and a Vortex Razor HD Gen III 1-10x24 rifle scope, with the option of equipping a SIG-Sauer Romeo 3V2 red dot sight.<br />
[[File:Warface_ACRCQBCustom_Idle.jpg|thumb|none|600px|A tacticooled ACR PDW from the "Heat" series.]]<br />
[[File:Warface_ACRCQBCustom_Customize.jpg|thumb|none|600px|Customization menu.]]<br />
[[File:Warface_ACRCQBCustom_ADS.jpg|thumb|none|600px|Aiming through the LPVO. Note that the Razor HD Gen III only has a zoom factor of 3x as opposed to the 1x or 10x of the real optic.]]<br />
[[File:Warface_ACRCQBCustom_Magout.jpg|thumb|none|600px|Changing magazines.]]<br />
[[File:Warface_ACRCQBCustom_Magin.jpg|thumb|none|600px|Inserting a new magazine...]]<br />
[[File:Warface_ACRCQBCustom_Charge.jpg|thumb|none|600px|...and pulling the charging handle]]<br />
[[File:Warface_ACRCQBCustom_Melee.jpg|thumb|none|600px|Meleeing with the carbine.]]<br />
<br />
==Salient Arms International GRY SBR==<br />
The [[Salient Arms International GRY|Salient Arms International GRY SBR]] appears as the SAI GRY AR-15 (alternate name "WAI GRAY RG-15"), fitted with an extended 40 round magazine.<br />
[[File:SAI GRY SBR.jpg|thumb|none|350px|Salient Arms International GRY SBR - 5.56x45mm]]<br />
[[file:Warface SAIGRYSBR Draw1.jpg|thumb|none|600px|Ths operator, having decided that he wants to run the killhouse in reverse, flicks the safety off of his Salient Arms AR. This is one of the two possible draw animations for the rifle.]]<br />
[[file:Warface SAIGRYSBR Draw2.jpg|thumb|none|600px|The other animation being a quick tug of the charging handle.]]<br />
[[file:Warface SAIGRYSBR Customize.jpg|thumb|none|600px|Sliding through a corridor while taking a peek at the rifles' attachment options.]]<br />
[[file:Warface SAIGRYSBR Magout.jpg|thumb|none|600px|Smacking the magazine release on a reload. As opposed to simply pressing the magazine release, the former method seems rather inefficient and would most likely drop the bolt release instead. Having said that, the bolt release never moves on the rifle.]]<br />
[[file:Warface SAIGRYSBR Magin.jpg|thumb|none|600px|Inserting a new PMAG; here we get a better look at the controls of the SAI GRY SBR, including the fire selector actually set to full auto ''and'' an auto sear pin. Real SAI GRY SBRs do not have auto sear pins, but airsoft replicas of the GRY SBR do. Alternatively, the owner of this rifle committed a felony.]]<br />
[[file:Warface SAIGRYSBR Charge.jpg|thumb|none|600px|Tugging the Raptor charging handle.]]<br />
<br />
==SIG SG 551==<br />
The [[SIG SG 551]].<br />
[[file:Sig-551.jpg|thumb|none|350px|SIG SG 551 - 5.56x45mm]]<br />
[[file:Warface SIG SG 551 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface SIG SG 551 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface SIG SG 551 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SIG SG 551 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SIG SG 551 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface SIG SG 551 lobby.jpg|thumb|none|300px|SIG SG 551 in lobby.]]<br />
<br />
==SIG SG 552==<br />
The [[SIG SG 552]]<br />
[[file:SIG SG552.jpg|thumb|none|350px|SIG SG 552 - 5.56x45mm]]<br />
[[file:Warface SIG SG 552 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface SIG SG 552 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SIG SG 552 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SIG SG 552 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface SIG SG 552 lobby.jpg|thumb|none|300px|SIG SG 552 in lobby.]]<br />
<br />
==Silver Shadow Gilboa Snake==<br />
The [[Silver Shadow Gilboa Snake]] appears in game.<br />
[[file:Gilboa snake.jpg|thumb|none|350px|Gilboa Snake - 5.56x45mm]]<br />
<br />
==Springfield Armory M1A SOCOM 16==<br />
The [[Springfield Armory M1A SOCOM 16]] appears, fitted with a JAE-100 G3 chassis. It is under the sniper rifles category, and is referred to as the "M14 Crazy Horse"; this name comes from a M14 derivative built by Smith Enterprise Inc., though the in-game weapon lacks the distinctive extended bolt stop of the real M14SE "Crazy Horse".<br />
[[File:M1A JAE-100.jpg|thumb|none|350px|M1A with JAE-100 G3 chassis - .308 Winchester]]<br />
<br />
==Steyr AUG A3==<br />
The [[Steyr AUG A3]].<br />
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]<br />
[[file:Warface Steyr AUG A3 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Steyr AUG A3 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Steyr AUG A3 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Steyr AUG A3 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Steyr AUG A3 Custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Steyr AUG A3 lobby.jpg|thumb|none|300px|Steyr AUG A3 in lobby.]]<br />
<br />
==Steyr AUG A3 with HBAR barrel==<br />
The [[Steyr AUG A3]] appears with a long HBAR-style barrel as the "AUG A3 HBAR".<br />
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]<br />
[[Image:Aug-hbar.jpg|thumb|none|400px|Steyr AUG HBAR - 5.56x45mm]]<br />
[[file:Warface Steyr AUG HBAR holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Steyr AUG HBAR aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Steyr AUG HBAR reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Steyr AUG HBAR reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Steyr AUG HBAR custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Steyr AUG HBAR lobby.jpg|thumb|none|300px|The AUG in lobby.]]<br />
<br />
==Sturmgewehr 44==<br />
The [[Sturmgewehr 44]].<br />
[[file:Sturmgewehr 44.jpg|thumb|none|350px|Sturmgewehr 44 - 7.92x33mm]]<br />
[[file:Warface Sturmgewehr 44 holding 1.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Sturmgewehr 44 holding 2.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Sturmgewehr 44 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Sturmgewehr 44 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Sturmgewehr 44reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Sturmgewehr 44 custom 1.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Sturmgewehr 44 custom 2.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Sturmgewehr 44 lobby.jpg|thumb|none|300px|Sturmgewehr 44 in lobby.]]<br />
<br />
==Thales F90==<br />
The [[Thales F90]] appears as the "F90MBR" and incorrectly uses 30-round Magpul PMAG magazines. In-game model lacks the magazine well of an actual MBR version and thus isn't compatible with STANAG magazines like it is shown in the game.<br />
[[File:F90.jpg|thumb|none|350px|Thales F90 - 5.56x45mm NATO]]<br />
[[File:F90 MBR.jpg|thumb|none|350px|An actual F90 MBR, for comparison - 5.56x45mm]]<br />
<br />
=Machine Guns=<br />
==Colt Model 950 LMG==<br />
The [[Diemaco/Colt Canada C7/C7A1 LSW|Colt Model 950 LMG]]. Appears as the "M16A2 LMG".<br />
[[file:Model 950 C7A1 LSW.jpg|thumb|none|350px|Diemaco C7A1 LSW/Colt Model 950 LMG - 5.56x45mm NATO]]<br />
[[file:Warface Colt Model 950 LMG holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Colt Model 950 LMG aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Colt Model 950 LMG reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Colt Model 950 LMG reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Colt Model 950 LMG custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Colt Model 950 LMG lobby.jpg|thumb|none|300px|Colt Model 950 LMG in lobby.]]<br />
<br />
==Daewoo K3==<br />
The [[Daewoo K3]] appears with the alternate name "GU3", consistent with the (re)naming of other Daewoo weapons.<br />
[[File:Daewoo K3.jpg|thumb|none|350px|Daewoo K3 - 5.56x45mm NATO]]<br />
[[file:Warface Daewoo K3 holding.jpg|thumb|none|600px|Holding the "GU3".]]<br />
[[file:Warface Daewoo K3 aim.jpg|thumb|none|600px|Aiming the weapon.]]<br />
[[file:Warface Daewoo K3 reloading 1.jpg|thumb|none|600px|Reloading the Daewoo K3.]]<br />
[[file:Warface Daewoo K3 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[file:Warface Daewoo K3 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Daewoo K3 lobby.jpg|thumb|none|300px|Daewoo K3 in lobby.]]<br />
<br />
==DP-28==<br />
The [[DP-28]] appears in this game as the "DP-27". It is modified with the Picatinny rail installed in place of its standard rear sight.<br />
[[Image:DP-28.jpg|thumb|none|400px|Degtyaryov DP-28 - 7.62x54mm R]]<br />
[[file:Warface DP27 idle.jpg|thumb|none|600px|Holding the DP-28. Notice a very unusual way to hold this weapon using bipod as an improvised vertical grip.]]<br />
[[file:Warface DP27 sights.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface DP27 reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface DP27 reload2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[file:Warface DP27 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface DP27 lobby.jpg|thumb|none|300px|DP28 in lobby.]]<br />
<br />
==DS Arms RPD==<br />
The DS Arms version of [[RPD]] is available in the game as the "RPD Custom".<br />
[[File:DS Arms RPD.jpg|thumb|none|500px|DS Arms RPD - 7.62x39mm]]<br />
[[file:Warface RPD lobby.jpg|thumb|none|300px|DS Arms RPD in lobby.]]<br />
<br />
==FN M240B==<br />
The FN [[M240B]] appears simply as the "M240B". In the past, it was the only weapon to not have a normal version, instead being available only as an Elite weapon. Now it is exclusive to the Battle Royale gamemode.<br />
[[file:M240-1.jpg|thumb|none|350px|FN M240B - 7.62x51mm NATO]]<br />
<br />
==FN M249 PARA==<br />
The [[M249|FN M249 PARA]] appears simply as the "M249 Para".<br />
[[file:Fn mg m249para11-1-.jpg|thumb|none|350px|FN M249 PARA - 5.56x45mm NATO]]<br />
[[file:Warface FN M249 PARA holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface FN M249 PARA aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface FN M249 PARA custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface M249 lobby.jpg|thumb|none|300px|M249 Para in lobby.]]<br />
<br />
==Heckler & Koch MG4KE==<br />
The [[Heckler & Koch MG4|Heckler & Koch MG4KE]].<br />
[[file:MG4KE.jpg|thumb|none|350px|Heckler & Koch MG4KE - 5.56x45mm NATO]]<br />
[[file:Warface Heckler & Koch MG4 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Heckler & Koch MG4 aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Heckler & Koch MG4 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch MG4 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch MG4 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch MG4 lobby.jpg|thumb|none|300px|Heckler & Koch MG4KE in lobby.]]<br />
<br />
==Heckler & Koch MG5 A2==<br />
The [[Heckler & Koch MG5|Heckler & Koch MG5 A2]] was added to the game.<br />
[[File:MG5 A2.jpg|thumb|none|350px|Heckler & Koch MG5 A2 - 7.62x51mm NATO]]<br />
<br />
==Heckler & Koch G36 ("MG36")==<br />
A hybrid of the [[Heckler & Koch G36]] with the [[Heckler & Koch G36C|G36C]] carrying handle and a C-Mag is misnamed "H&K MG36". The MG36 was an abandoned variant of the G36, a fact even mentioned in its item description, and had an old-school carrying handle scope. The depicted weapon has the carrying handle from the later G36C, meaning that it is not a genuine MG36. The alternate name just calls it a "ZX84 MG", circumventing the whole "portraying real weapons with real names" mess.<br />
[[Image:G36 CMag.jpg|thumb|400px|none|Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]<br />
[[Image:Hkg36c.jpg|thumb|400px|none|Heckler & Koch G36C - 5.56x45mm]]<br />
[[file:Warface Heckler & Koch MG36 holding.jpg|thumb|none|600px|Holding the 100-round G36.]]<br />
[[file:Warface Heckler & Koch MG36 aim.jpg|thumb|none|600px|Aiming through the sights.]]<br />
[[file:Warface Heckler & Koch MG36 reloading 1.jpg|thumb|none|600px|Reloading a new C-Mag.]]<br />
[[file:Warface Heckler & Koch MG36 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
[[file:Warface Heckler & Koch MG36 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch MG36 lobby.jpg|thumb|none|300px|"Heckler & Koch MG36" in lobby.]]<br />
<br />
==Heckler & Koch XM8 Automatic Rifle==<br />
The [[Heckler & Koch XM8 Automatic Rifle]] appears as a vendor weapon for the Rifleman class as the "XM8 LMG". It primarily differs from the standard XM8 through its use of 100-round Beta C-Mags as well as having different iron sights (Troy front sight/MaTech BUIS combo versus the Daniel Defense sights on the XM8).<br />
[[file:XM8LMG.jpg|thumb|none|350px|Heckler & Koch XM8 Automatic Rifle - 5.56x45mm NATO]]<br />
[[file:Warface XM8LMG Idle.jpg|thumb|none|600px|An operator wielding an XM8 Automatic Rifle is stared down by a hologram.]]<br />
[[file:Warface XM8LMG Customize.jpg|thumb|none|600px|Opening the customization menu reveals the usual set of available attachments.]]<br />
[[file:Warface XM8LMG ADS.jpg|thumb|none|600px|''"I've got you in my sights"''.]]<br />
[[file:Warface XM8LMG Magin.jpg|thumb|none|600px|After smoking the hologram with no more than 5 rounds, the operator inserts a fresh C-Mag into the weapon...]]<br />
[[file:Warface XM8LMG Charge.jpg|thumb|none|600px|...and tugs on the charging handle with a rather loose grip to chamber a new round. The bolt doesn't lock back on any of the XM8 variants depicted in the game.]]<br />
[[file:Warface XM8LMG Melee.jpg|thumb|none|600px|Thumping a traffic cone with the XM8; note the clipping of the sleeves with the C-Mag.]]<br />
[[file:Warface Heckler & Koch XM8 Automatic Rifle lobby.jpg|thumb|none|300px|Heckler & Koch XM8 Automatic Rifle in lobby.]]<br />
<br />
==KAC Stoner LMG A1==<br />
The [[Knight's Armament Stoner LMG A1]] has been added to the game.<br />
[[File:LMG A1.jpg|thumb|none|350px|KAC Stoner LMG A1 - 5.56x45mm NATO]]<br />
<br />
=== KAC ChainSAW ===<br />
The [[KAC ChainSAW]] appears in the game as "KAC Chainsaw". It is the starting weapon for the SED class. Being a SED's primary weapon, KAC ChainSAW doesn't require reloading, but you also can't aim down sights nor modify it.<br />
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]<br />
[[file:Warface KAC Chainsaw idle.jpg|thumb|none|600px|Holding the KAC ChainSAW.]]<br />
[[file:Warface KAC ChainSAW lobby.jpg|thumb|none|300px|KAC ChainSAW in lobby.]]<br />
<br />
==M134 Minigun/GAU-19B Hybrid==<br />
A hybrid of the [[M134 Minigun]] with the [[General Dynamics GAU-19/A|GAU-19/B]] is available in the game.<br />
[[File:GAU19.jpg|thumb|none|350px|General Dynamics GAU-19/A - .50 BMG.]]<br />
[[File:M134.JPG|thumb|none|350px|General Electric M134 - 7.62x51mm NATO]]<br />
<br />
==Mk 43 Mod 1==<br />
The [[Mk 43 Mod 1]] appears in the game as the "M60E4". It is fitted with non-standard iron sights to facilitate the use of the optics mount on the feed cover.<br />
[[file:M60E4-mk43.jpg|thumb|none|350px|Mk 43 Mod 1 with RIS foregrip - 7.62x51mm NATO]]<br />
[[File:Warface M60E4MK43 Idle.jpg|thumb|none|600px|Holding the Mk 43 Mod 1 while inside the killhouse.]]<br />
[[File:Warface M60E4MK43 ADS.jpg|thumb|none|600px|Aiming with the non-standard iron sights.]]<br />
[[File:Warface M60E4MK43 Customize.jpg|thumb|none|600px|Customizing the Mk 43.]]<br />
[[File:Warface M60E4MK43 CoverOpen.jpg|thumb|none|600px|Opening the feed cover. The internals of the feed cover aren't actually modeled and are haphazardly textured onto the inside of it.]]<br />
[[File:Warface M60E4MK43 BeltFiddle.jpg|thumb|none|600px|Moving a new belt into position...]]<br />
[[File:Warface M60E4MK43 Charge.jpg|thumb|none|600px|...and with the feed cover down, working the action. The charging handle is incorrectly depicted as spring loaded.]]<br />
[[File:Warface M60E4MK43 Melee.jpg|thumb|none|600px|Utilizing the Mk 43 as a potentially fragile $6000 battering ram.]]<br />
[[file:Warface M60E4 lobby.jpg|thumb|none|300px|The "M60E4" in lobby.]]<br />
<br />
==PKP Pecheneg==<br />
The [[PKP Pecheneg]].<br />
[[file:Pecheneg.jpg|thumb|none|350px|PKP Pecheneg - 7.62x54mm R]]<br />
[[file:Warface PKP lobby.jpg|thumb|none|300px|PKP Pecheneg in lobby.]]<br />
<br />
==Rheinmetall MG3==<br />
The [[Rheinmetall MG3]].<br />
[[file:MG 3.jpg|thumb|none|350px|Rheinmetall MG3 - 7.62x51mm NATO]]<br />
[[file:Warface MG3 lobby.jpg|thumb|none|300px|MG3 in lobby.]]<br />
<br />
==RPK==<br />
The [[RPK]], referred to as such in-game (but previously as the "FY LMG" in the West), appears as a vendor weapon. It uses 75-round drums, and features a permanently-mounted optic rail on its left-side dovetail mount. It also features a rail at the 6 o’clock position, allowing for mounting of foregrips in-game in addition to using the pre-deployed bipod. It is also perhaps the only MG-type weapon to allow mounting of a bayonet.<br />
[[file:Rpk_01_drum.jpg|thumb|none|350px|RPK - 7.62x39mm]]<br />
[[file:Warface Izhmash RPK holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Izhmash RPK aim.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface Izhmash RPK reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Izhmash RPK reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Izhmash RPK custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Izhmash RPK lobby.jpg|thumb|none|300px|RPK in lobby.]]<br />
<br />
==SureFire MGX==<br />
The [[SureFire MGX]] was added to the game.<br />
[[File:SureFire MGX.jpg|thumb|none|350px|SureFire MGX - 5.56x45mm NATO]]<br />
<br />
== XM556 Microgun ==<br />
The [[XM556 Microgun]] appears under its full name as one of the available weapons for the SED class.<br />
[[File:XM556.jpg|thumb|none|450px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel life and system life as "to be determined," this is probably a non-firing mockup.]]<br />
[[file:Warface XM556 lobby.jpg|thumb|none|300px|The XM556 Microgun in the lobby.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International Arctic Warfare Magnum==<br />
The [[Accuracy International Arctic Warfare Magnum]].<br />
[[file:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|350px|Accuracy International Arctic Warfare Magnum - .338 Lapua Magnum]]<br />
[[file:Warface AWM holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface AWM reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface AWM reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface AWM custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface AWM lobby.jpg|thumb|none|300px|Accuracy International Arctic Warfare Magnum in lobby.]]<br />
<br />
==Accuracy International Arctic Warfare Police==<br />
The [[Accuracy International Arctic Warfare Police]] was added.<br />
[[file:AI AWP.jpg|thumb|none|350px|Accuracy International AWP - 7.62x51mm NATO]]<br />
<br />
==Accuracy International AS50==<br />
The [[Accuracy International AS50]].<br />
[[file:As50sr.jpg|thumb|none|350px|Accuracy International AS50 - .50 BMG]]<br />
[[file:Warface Accuracy International AS50 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Accuracy International AS50 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Accuracy International AS50 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Accuracy International AS50 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Accuracy International AS50 lobby.jpg|thumb|none|300px|Accuracy International AS50 in lobby.]]<br />
<br />
==Accuracy International AT308==<br />
The [[Accuracy International AT308]].<br />
[[file:AI AT-308.jpg|thumb|none|350px|Accuracy International AT-308 - 7.62x51mm NATO]]<br />
<br />
<br />
==Accuracy International AX308==<br />
The [[Accuracy International AX308]].<br />
[[file:AI AX.jpg|thumb|none|350px|Accuracy International AX308 - 7.62x51mm NATO]]<br />
[[file:Warface AX308 idle.jpg|thumb|none|600px|The player character holds her AX308 rifle. Note the unique scope.]]<br />
[[file:Warface AX308 scope.jpg|thumb|none|600px|Aiming down through the unique scope.]]<br />
[[file:Warface AX308 reload start.jpg|thumb|none|600px|Sniper starts the reloading procedure by pulling back the charging handle...]]<br />
[[file:Warface AX308 reload mid1.jpg|thumb|none|600px|...then she gently pushes the magazine release lever to remove the old magazine while holding the new one...]]<br />
[[file:Warface AX308 reload mid2.jpg|thumb|none|600px|...inserts the new magazine...]]<br />
[[file:Warface AX308 reload end.jpg|thumb|none|600px|...and chambers new round into the weapon.]]<br />
[[file:Warface AX308 mods.jpg|thumb|none|600px|Customization menu.]]<br />
<br />
==Barrett Model 98 Bravo==<br />
The [[Barrett Model 98 Bravo]].<br />
[[Image:Barrett M98B.jpg|thumb|none|500px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]<br />
[[file:Warface Barrett M98 Bravo holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Barrett M98 Bravo reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Barrett M98 Bravo reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Barrett M98 Bravo custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Barrett M98 Bravo lobby.jpg|thumb|none|300px|Barrett M98 Bravo in lobby.]]<br />
<br />
==Barrett M82A1==<br />
The tan colored suppressed [[Barrett M82A1]] was added.<br />
[[file:M82a1.jpg|thumb|none|350px|Barrett M82A1 - .50 BMG]]<br />
<br />
==Barrett MRAD MK22==<br />
The [[Barrett MRAD MK22]].<br />
[[file:Mrad-mk.jpg|thumb|none|350px|Barrett MRAD MK22 - .338 Norma Magnum]]<br />
<br />
==Bushmaster BA50==<br />
The [[Bushmaster BA50]] was added to the game.<br />
[[File:BushBA50.jpg|thumb|none|350px|Bushmaster BA50 - .50 BMG]]<br />
<br />
==Cadex Defence CDX-MC KRAKEN ==<br />
The [[Cadex Defence CDX-MC KRAKEN]].<br />
[[file:CDX-MC KRAKEN.jpg|thumb|none|350px|CDX-MC KRAKEN - 7,62x52mm NATO]]<br />
<br />
==Cheyenne Tactical M-200 Intervention==<br />
The [[Cheyenne Tactical M-200 Intervention]].<br />
[[file:M200-tan.jpg|thumb|none|350px|Cheyenne Tactical M-200 Intervention - .408 CheyTac]]<br />
[[file:Warface Cheyenne Tactical M-200 Intervention holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Cheyenne Tactical M-200 Intervention custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Cheyenne Tactical M-200 Intervention lobby.jpg|thumb|none|300px|Cheyenne Tactical M-200 Intervention in lobby.]]<br />
<br />
==DSA SA58 Special Purpose Rifle==<br />
The [[DSA SA58 Special Purpose Rifle]].<br />
[[file:DSA SA58 SPR.jpg|thumb|none|350px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]<br />
<br />
==DSR-Precision DSR-1==<br />
The [[DSR-Precision DSR-1]]. It is one of three bolt-action sniper rifles available through vendor system. Unlike its fellow rifle TPG-1, DSR-1 has higher damage per shot, but much lower rate of fire.<br />
[[file:Dsr1.jpg|thumb|none|350px|DSR-Precision DSR-1 - 7.62x51mm NATO]]<br />
[[File:Warface DSR-1 idle.jpg|thumb|none|600px|The player character holds her highly decorated DSR-1.]]<br />
[[File:Warface DSR-1 reload start.jpg|thumb|none|600px|When she was bored enough to simply hold it, she decided to do some tricks. At first, she pulled back the charging handle...]]<br />
[[File:Warface DSR-1 reload mid1.jpg|thumb|none|600px|...then she removed the old bullet holder...]]<br />
[[File:Warface DSR-1 reload mid2.jpg|thumb|none|600px|...inserted a new one...]]<br />
[[File:Warface DSR-1 reload end.jpg|thumb|none|600px|...and pushed the handle back to its place. Voilah! The bullets are back, Christmas is saved and everyone is happy.]]<br />
[[File:Warface DSR-1 mods.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface DSR-Precision DSR-1 lobby.jpg|thumb|none|300px|DSR-Precision DSR-1 in lobby.]]<br />
<br />
==DVL-10 M2 "URBANA"==<br />
The [[DVL-10 M2 "URBANA"]].<br />
[[file:DVL-10 M2 Urbana.jpg|thumb|none|350px|DVL-10 M2 "URBANA" - 7.62×51mm NATO]]<br />
<br />
==Gepard GM6 Lynx==<br />
The [[Gepard GM6 Lynx]].<br />
[[file:GepardM6.jpg|thumb|none|350px|Gepard M6 Lynx - .50 BMG]]<br />
<br />
==Heckler & Koch G28==<br />
The [[Heckler & Koch G28|Heckler & Koch G28 E2]] is available in the game as the "HK G28".<br />
[[File:G28 standard.jpg|thumb|none|400px|Heckler & Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]<br />
<br />
==Heckler & Koch SL8-6==<br />
The [[Heckler & Koch SL8-6]].<br />
[[file:SL8-1 newModel.jpg|thumb|none|350px|Heckler & Koch SL8-6 Commercial rifle - 5.56x45mm.]]<br />
[[file:Warface Heckler & Koch SL8-4 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Heckler & Koch SL8-4 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch SL8-4 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch SL8-4 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch SL8-6 lobby.jpg|thumb|none|300px|Heckler & Koch SL8-6 in lobby.]]<br />
<br />
==Heckler & Koch XM8 Sharpshooter Rifle==<br />
The [[Heckler & Koch XM8 Sharpshooter Rifle]]. Appears as the "AC7 SNR".<br />
[[file:XM8 Sharpshooter.PNG|thumb|none|350px|Heckler & Koch XM8 Sharpshooter Rifle - 5.56x45mm NATO.]]<br />
[[file:Warface Heckler & Koch XM8 Sharpshooter Rifle holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Heckler & Koch XM8 Sharpshooter Rifle reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch XM8 Sharpshooter Rifle reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Heckler & Koch XM8 Sharpshooter Rifle custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Heckler & Koch XM8 Sharpshooter Rifle lobby.jpg|thumb|none|300px|Heckler & Koch XM8 Sharpshooter Rifle in lobby.]]<br />
<br />
==IMI Sniper Tavor STAR-21==<br />
The [[IMI Tavor STAR-21]] appears in the game as "Karkom SNR Navy Blue". It is a semi-auto only sniper rifle with surprisingly big magazine size and decent damage, but with high recoil. This rifle is available through vendor system. There also was a fully automatic version of this rifle named simply as "Karkom SNR". Unlike its semi-automatic counterpart, Karkom SNR had a black finish and was available for real-world currency only.<br />
[[file:Tavorstar.jpg|thumb|none|350px|IMI Sniper Tavor STAR-21 - 5.56x45mm]]<br />
[[file:Warface IMI Sniper Tavor STAR-21 lobby.jpg|thumb|none|300px|IMI Sniper Tavor STAR-21 in lobby.]]<br />
<br />
==Karabiner 98k==<br />
The [[Karabiner 98k]] with customized chassis was added to the game.<br />
[[File:Mauser K98 Sniper.jpg|thumb|none|350px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]<br />
<br />
==M39 Enhanced Marksman Rifle==<br />
The [[M39 Enhanced Marksman Rifle]].<br />
[[file:M-39EMR.jpg|thumb|none|350px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]<br />
[[file:Warface M39 Enhanced Marksman Rifle lobby.jpg|thumb|none|300px|M39 Enhanced Marksman Rifle in lobby.]]<br />
<br />
==M40A5 Sniper Rifle==<br />
The [[M40A5 Sniper Rifle]].<br />
[[file:M40A5.jpg|thumb|none|350px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]<br />
[[file:Warface Remington M40A3 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Remington M40A3 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Remington M40A3 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Remington M40A3 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Remington M40A3 lobby.jpg|thumb|none|300px|M40A5 in lobby.]]<br />
<br />
==Magpul Masada SPR==<br />
The [[Magpul Masada|Magpul Masada SPR]].<br />
[[file:Masada-3.jpg|thumb|none|350px|Magpul Masada SPR - 5.56x45mm NATO]]<br />
[[file:Warface Magpul Masada SPR holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Magpul Masada SPR reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Magpul Masada SPR reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Magpul Masada SPR custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Magpul Masada SPR lobby.jpg|thumb|none|300px|Magpul Masada SPR in lobby.]]<br />
<br />
==Marlin Model 1894==<br />
A heavily customized [[Marlin Model 1894]] has been added to the game.<br />
[[File:04 Marlin Modelo 1894.jpg|thumb|none|350px|Modern Marlin Model 1894 - .44 Magnum.]]<br />
<br />
==McMillan CS5==<br />
The [[McMillan CS5]] appears in this game under its full name. Its in-game model is fitted with the 20-round 7.62x51 PMAG magazine that is loaded only with 10 rounds.<br />
[[file:CS5.jpg|thumb|none|350px|McMillan CS5 - .308 Winchester]]<br />
[[file:Warface CS5 idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface CS5 reload start.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface CS5 reload mid1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface CS5 reload mid2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface CS5 reload end.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface CS5 mods.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface CS5 lobby.jpg|thumb|none|300px|McMillan CS5 in lobby.]]<br />
<br />
==Mosin Nagant M91/30 Sniper Rifle==<br />
The [[Mosin Nagant M91/30 Sniper Rifle]] appears in game.<br />
[[file:MosinNagantM9130Sniper.jpg|thumb|none|350px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]<br />
<br />
=="M16 SPR Custom"==<br />
A custom rifle known as the "M16 SPR Custom" appears in the game. It is a semi automatic rifle assembled from [[Mk 12 Special Purpose Rifle]] lower and upper receivers with custom trigger guard, [[M16A2]] fixed stock and [[JP Enterprises LRP-07]] handguard. Also rifle has a PSG-1 style pistol grip and optic sight.<br />
[[file:Mk12Mod0.jpg|thumb|none|350px|Colt Mk. 12 Mod 0 SPR - 5.56x45mm NATO.]]<br />
[[file:JPE LRP 07.jpg|thumb|none|350px|JP Enterprises LRP-07, 18" barrel - .308 Win.]]<br />
[[file:Warface Colt Mk. 12 Mod 0 SPR holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Colt Mk. 12 Mod 0 SPR custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Colt Mk. 12 Mod 0 SPR lobby.jpg|thumb|none|300px|Colt Mk. 12 Mod 0 SPR in lobby.]]<br />
<br />
==Norinco QBU-88==<br />
The [[Norinco QBU-88]].<br />
[[file:Qbu-88-0.jpg|thumb|none|350px|Norinco QBU-88 - 5.8x42mm]]<br />
[[file:Warface Norinco QBU-88 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Norinco QBU-88 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Norinco QBU-88 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Norinco QBU-88 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Norinco QBU-88 lobby.jpg|thumb|none|300px|Norinco QBU-88 in lobby.]]<br />
<br />
==ORSIS T-5000==<br />
The [[ORSIS T-5000]].<br />
[[File:ORSIS T-5000.jpg|thumb|none|350px|ORSIS T-5000 - .308 Winchester]]<br />
[[file:Warface ORholdingSIS T-5000.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface ORSIS T-5000 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface ORSIS T-5000 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface ORSIS T-5000 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface ORSIS T-5000 lobby.jpg|thumb|none|300px|ORSIS T-5000 in lobby.]]<br />
<br />
==Pattern 1914 Enfield==<br />
The [[Pattern 1914 Enfield]].<br />
[[file:Pattern1914scoped.jpg|thumb|none|350px|Pattern M1914 (P 14) Enfield No. 3. Mk I* (T) sniper variant - .303 UK]]<br />
<br />
==Remington MSR==<br />
The [[Remington MSR]].<br />
[[file:RemingtonMSR.jpg|thumb|none|350px|Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum]]<br />
<br />
==Remington RSASS==<br />
The [[Remington RSASS]].<br />
[[file:RSASS alt.jpg|thumb|none|350px|Remington RSASS - 7.62x51mm NATO]]<br />
[[file:Warface RSASS Idle.jpg|thumb|none|600px|Holding the RSASS.]]<br />
[[file:Warface RSASS Customize.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface RSASS Magout.jpg|thumb|none|600px|About the remove the magazine; the bolt release is incorrectly animated as if it were the magazine release, for some reason.]]<br />
[[file:Warface RSASS Magin.jpg|thumb|none|600px|Inserting a fresh magazine...]]<br />
[[file:Warface RSASS Charge.jpg|thumb|none|600px|...and working the action.]]<br />
[[file:Warface RSASS Melee.jpg|thumb|none|600px|Meleeing with the RSASS provides a good view of the rather low-polygon Magpul PRS Gen 2 stock.]]<br />
<br />
==SIG SG 550 SR==<br />
The [[SIG SG 550 SR]].<br />
[[file:550sniper.jpg|thumb|none|350px|SIG SG 550 SR - 5.56x45mm NATO]]<br />
[[file:Warface SIG SG 550 SR holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface SIG SG 550 SR reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SIG SG 550 SR reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SIG SG 550 SR custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface SIG SG 550 SR lobby.jpg|thumb|none|300px|SIG SG 550 SR in lobby.]]<br />
<br />
==Steyr Scout==<br />
The [[Steyr Scout]].<br />
[[file:Scout.jpg|thumb|none|350px|Steyr Scout - 7.62x51mm NATO]]<br />
<br />
== SV-98 ==<br />
The [[SV-98]] is available in this game.<br />
[[Image:SV98.jpg|thumb|none|450px|Izhmash SV-98 - 7.62x54mmR]]<br />
[[file:Warface SV98 idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface SV98 scope.jpg|thumb|none|600px|Aiming.]]<br />
[[file:Warface SV98 reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SV98 reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SV98 reload3.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface SV98 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface SV98 lobby.jpg|thumb|none|300px|SV-98 in lobby.]]<br />
<br />
==SVD Dragunov==<br />
The [[SVD Dragunov]] is a starting weapon for the Sniper class. Its alternate name is "SVK".<br />
[[file:SVD Rifle.jpg|thumb|none|350px|SVD Dragunov - 7.62x54mm R]]<br />
[[file:Warface SVD Dragunov holding.jpg|thumb|none|600px|The player character holds the SVD.]]<br />
[[file:Warface SVD Dragunov reloading 1.jpg|thumb|none|600px|The player character reloads SVD.]]<br />
[[file:Warface SVD Dragunov reloading 2.jpg|thumb|none|600px|The player character reloads SVD.]]<br />
[[file:Warface SVD Dragunov custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Warface SVD Dragunov lobby.jpg|thumb|none|300px|SVD in lobby.]]<br />
<br />
==SVU-AS Dragunov==<br />
The [[SVU Dragunov|SVU-AS]] is referred to as such in-game. True to its name, it is has a full-auto firing mode. Unlike most of other sniper rifles, it doesn't have support for generic sniper rifle bipods, but instead has an ability to fold and unfold its own built-in one. It also isn't possible to replace its standard muzzle device. Basic version incorrectly holds 15 rounds (and golden version holds even more incorrect 20 rounds) in the standard 10-round magazine.<br />
[[file:SVU-AS.jpg|thumb|none|350px|SVU-AS - 7.62x54mm R]]<br />
[[File:Warface SVU idle.jpg|thumb|none|600px|The player character holds the SVU-AS. Note the incorrect magazine capacity.]]<br />
[[File:Warface SVU reload1.jpg|thumb|none|600px|In order to reload her weapon, Aurora's sniper removes the used magazine at first...]]<br />
[[file:Warface SVU reload2.jpg|thumb|none|600px|...then she rather awkwardly checks the new magazine before inserting it into her rifle...]]<br />
[[file:Warface SVU reload3.jpg|thumb|none|600px|...and, finally, cocks the charging handle in a rather tacticool manner.]]<br />
[[File:Warface SVU mods.jpg|thumb|none|600px|Customization menu.]]<br />
[[File:Warface SVU lobby.jpg|thumb|none|300px|SVU-AS in lobby.]]<br />
<br />
==Truvelo CMS 20x42mm==<br />
The [[Truvelo CMS|Truvelo CMS 20x42mm]] appears in this game under its full name.<br />
[[Image:Truvelo CMS 20x42mm.jpg|thumb|none|350px|Truvelo CMS Sniper Rifle - 20x42mm]]<br />
[[file:Warface Truvelo idle.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Truvelo reload1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Truvelo reload2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Truvelo reload3.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Truvelo custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Truvelo lobby.jpg|thumb|none|300px|Truvelo CMS 20x42mm in lobby.]]<br />
<br />
==Unique Alpine TPG-1==<br />
The [[Unique Alpine TPG-1]].<br />
[[file:TPG1.jpg|thumb|none|350px|Unique Alpine TPG-1 - .338 Lapua Magnum]]<br />
[[file:Warface Unique Alpine TPG-1 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Unique Alpine TPG-1 reloading 1.jpg|thumb|none|600px| Reloading.]]<br />
[[file:Warface Unique Alpine TPG-1 reloading 2.jpg|thumb|none|600px| Reloading.]]<br />
[[file:Warface Unique Alpine TPG-1 custom.jpg|thumb|none|600px| Customization menu.]]<br />
[[file:Warface Unique Alpine TPG-1 lobby.jpg|thumb|none|300px|Unique Alpine TPG-1 in lobby.]]<br />
<br />
==VSS Vintorez==<br />
The [[VSS Vintorez]].<br />
[[file:Vss1.jpg|thumb|none|350px|VSS Vintorez - 9x39mm]]<br />
[[file:Warface VSS Vintorez holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface VSS Vintorez reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface VSS Vintorez reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface VSS Vintorez custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface VSS Vintorez lobby.jpg|thumb|none|300px|VSS Vintorez in lobby.]]<br />
<br />
==VSSK Vykhlop==<br />
The [[VSSK Vykhlop]].<br />
[[file:Vssk 1.jpg|thumb|none|350px|VSSK Vykhlop - 12.7x55mm]]<br />
<br />
==Walther WA 2000==<br />
The [[Walther WA 2000]].<br />
[[file:Walther-WA2000.jpg|thumb|none|350px|Walther WA 2000 - .300 Winchester]]<br />
[[file:Warface Walther WA 2000 holding.jpg|thumb|none|600px|Holding.]]<br />
[[file:Warface Walther WA 2000 reloading 1.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Walther WA 2000 reloading 2.jpg|thumb|none|600px|Reloading.]]<br />
[[file:Warface Walther WA 2000 custom.jpg|thumb|none|600px|Customization menu.]]<br />
[[file:Warface Walther WA 2000 lobby.jpg|thumb|none|300px|Walther WA 2000 in lobby.]]<br />
<br />
=Launchers=<br />
== CZ 805 G1 ==<br />
The [[CZ 805 G1]] in the standalone configuration appears in the game under its full name. It is available as an optional secondary weapon for the SED class.<br />
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|400px|CZ 805 G1 - 40x46mm]]<br />
[[file:Warface CZ805G1 lobby.jpg|thumb|300px|none|CZ 805 G1 in the hands of a SED android.]]<br />
<br />
==FN EGLM==<br />
The [[FN EGLM]] apppears as a grenade launcher attachment for some assault rifles. It is incorrectly depicted as muzzle-loaded.<br />
[[file:Mk13.jpg|thumb|none|350px|FN EGLM - 40mm]]<br />
[[file:Warface FN EGLM.jpg|thumb|600px|none|FN EGLM in game.]]<br />
<br />
== HS Produkt VHS-BG ==<br />
The [[HS Produkt VHS-BG]] appears in this game as an optional grenade launcher attachment exclusive to the VHS-D2 rifle. Just like FN EGLM, it is incorrectly depicted as being a muzzle-loaded grenade launcher.<br />
[[File:VHS-D2 GL.jpg|thumb|none|450px|HS Produkt VHS-BG mounted on an HS Produkt VHS-D2 - 5.56x45mm NATO & 40x46mm]]<br />
[[file:Warface VHS mods UBGL.jpg|thumb|600px|none|VHS-BG mouned on an in-game VSH-D2.]]<br />
<br />
==SA-18 Grouse==<br />
The [[SA-18 Grouse]] appears in the game's PVE missions. It is incorrectly referred to as the SA-16 (actually a later version despite what the NATO reporting name would suggest) however that features a conical seeker cover, as oppsoed to the cylindrical SA-18 cover used on the game model.<br />
<br />
The SA-18 model has since been replaced with the model of the games' fictional "RLGS-1000" launcher with a green finish to differentiate the two weapons, however it is still referred to as the SA-16 in-game.<br />
<br />
[[file:Igla 191.jpg|thumb|none|350px|SA-18 Grouse launcher and missile - 72mm]]<br />
[[file:Warface SA-18 Grouse 1.jpg|thumb|600px|none|SA-18 Grouse in game.]]<br />
[[file:Warface SA-18 Grouse 2.jpg|thumb|600px|none|SA-18 Grouse in game.]]<br />
[[file:Warface SA-18 Grouse 3.jpg|thumb|600px|none|SA-18 Grouse in game.]]<br />
<br />
=Grenades & Explosives=<br />
==Anti-personnel mine==<br />
[[file:Warface mine 1.jpg|thumb|none|600px|Anti-personnel mine in game.]]<br />
[[file:Warface mine 2.jpg|thumb|none|600px|Anti-personnel mine in game.]]<br />
<br />
==Flashbang grenade==<br />
[[file:Warface flashbang 1.jpg|thumb|none|600px|Flashbang grenade in game.]]<br />
[[file:Warface flashbang 2.jpg|thumb|none|600px|Flashbang grenade in game.]]<br />
<br />
==M18 smoke grenade==<br />
Four types of [[M18 smoke grenade]] can be found in-game. White, Blue, Red, and Yellow.<br />
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]<br />
[[file:Warface M18 smoke grenade 1.jpg|thumb|600px|none|Yellow M18 smoke grenade in game.]]<br />
[[file:Warface M18 smoke grenade 2.jpg|thumb|600px|none|Blue M18 smoke grenade in game.]]<br />
[[file:Warface M18 smoke grenade 3.jpg|thumb|600px|none|Throwing a blue smoke grenade.]]<br />
<br />
==M18A1 Claymore==<br />
The "M18 Claymore" (alternately named "R18 Claymore", referred as "R18A1 Claymore" in its alternate description, also referred as simply "Directional Mine" in some places) is actually an [[M18A1 Claymore]] due to its scissor-legs. It is triggered by lasers.<br />
[[file:M18a1 07.jpg|thumb|none|150px|M18A1 Claymore anti-personnel mine]]<br />
[[file:Warface M18A1 Claymoree 1.jpg|thumb|none|600px|Holding a Claymore in game.]]<br />
[[file:Warface M18A1 Claymoree 2.jpg|thumb|none|600px|A planted Claymore.]]<br />
<br />
==M26 hand grenade==<br />
The [[M26 hand grenade]].<br />
[[file:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade.]]<br />
[[file:Warface M26 hand grenade 1.jpg|thumb|none|600px|M26 hand grenade in game.]]<br />
[[file:Warface M26 hand grenade 2.jpg|thumb|none|600px|M26 hand grenade in game.]]<br />
<br />
==M84 stun grenade==<br />
The [[M84 stun grenade]].<br />
[[file:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade.]]<br />
<br />
=="FG4 hand grenade"==<br />
A hybrid of the [[Type 97 hand grenade]] and [[DM51 hand grenade]] is available in the game. <br />
[[file:Japanese-type97-grenade.jpg|thumb|none|150px|Type 97 High-Explosive Fragmentation hand grenade.]]<br />
[[file:DM51.jpg|thumb|none|150px|DM51 High-Explosive Fragmentation hand grenade.]]<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&diff=1527309Call of Duty: Modern Warfare II (2022)2022-10-21T09:24:54Z<p>Fine cuisine: /* Handguns */</p>
<hr />
<div>{{Upcoming}}<br />
[[File:MWII-cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare II'' (2022)]]<br />
{{VG Title|Call of Duty: Modern Warfare II}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles, marksman rifles, light machine guns, and sniper rifles.<br />
<br />
Many weapons are now classified under a "Weapon Platform" system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as "Receivers". Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.<br />
<br />
The current known Weapon Platforms in ''Modern Warfare II'' are the following:<br />
* M4 Platform (AR-based weapons)<br />
* AK-47 Platform (AK-based weapons)<br />
* XRK (Glock pistols)<br />
* Tactique Verte (FN SCAR-based weapons)<br />
* Lachmann Meer (Heckler & Koch roller-delayed weapons)<br />
* Fennec (KRISS Vector-based weapons)<br />
* Bryson Long Range Platform (Remington 700-based weapons)<br />
* RAAL Platform (SIG-Sauer machine guns)<br />
* Bull Platform (Steyr AUG-based weapons)<br />
<br />
One new action introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon.<br />
<br />
=Handguns=<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] returns as the ".50 GS". The new model features Picatinny rails on the 12 o'clock and 6 o'clock positions, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. Is frequently used by Las Almas cartel members.<br />
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]<br />
<br />
==Glock 17 MOS==<br />
The "X12" is a stylized [[Glock 17|Glock 17 MOS]]. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It was first seen equipped with a red dot sight in the reveal trailer, presumably (based on the first-person character model) in the hands of Kyle Garrick. Another Glock is later seen in Ghost's chest holster. Is used by Russian PMCs in-game.<br />
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]<br />
[[File:MWII-Trailer-Glock.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. The slide never moves, which is likely an oversight. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]<br />
[[File:MWII-Trailer-Glock2.jpg|thumb|none|600px|Another Glock in Ghost's chest holster. It appears to have a non-standard grip texture.]]<br />
<br />
==Glock 18==<br />
A stylized [[Glock 18]] appears as the "X13 Auto", and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has most visual features of the "X12", including the Gen 5 components, even though the real Glock 18 isn't known to exist in Gen 5. Of note, the "X12", "X13", and MW19's "X16" (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional. A carbine conversion kit resembling various designs like from CAA and Hera Arms is available for the X13, although with a AR-15 style T-handle in spite of the slide mounted ambi charging handles that are common on pistol conversion kits.<br />
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]<br />
[[File:CAA MCK black.jpg|thumb|none|450px|A Glock pistol mounted in a CAA RONI MCK.]]<br />
<br />
==SIG-Sauer P220 Elite==<br />
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] appears as the "P890" (or "Bruen .45" during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol.<br />
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]<br />
[[File:MWII-P226-1.jpg|thumb|none|600px|John Price using a suppressed P220 in the reveal trailer.]]<br />
<br />
==Smith & Wesson Model 500==<br />
The [[Smith & Wesson Model 500]] appears as the "Centum 5". The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has "Bryson .500 Magnum" markings on the barrel.<br />
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 (8.75" Barrel) - .500 S&W Magnum]]<br />
<br />
=Submachine Guns=<br />
==AR-57==<br />
The [[AR-57]] appears as the "FSS Hurricane". It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle.<br />
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] appears as the "PDSW 528".<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]<br />
<br />
==Heckler & Koch HK94A3==<br />
The "Lachmann Sub" is a [[Heckler & Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the "Lachmann Meer" platform (which is clearly supposed to represent the Heckler & Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto.<br />
<br />
The "Lachmann Pulsar" barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The "LM Cronus Grip" gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are "S-3-F".<br />
<br />
[[File:H&K94Conversion.jpg|thumb|none|450px|Heckler & Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]<br />
[[File:H&KMP5A5.jpg|thumb|none|450px|Heckler & Koch MP5A5, for comparison - 9x19mm]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A heavily fictionalized [[Heckler & Koch MP7A2]] appears as the "VEL 46".<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|The MP7A2 as seen on the left.]]<br />
<br />
==KRISS Vector==<br />
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the "Fennec 45", still missing the piece that connects the pistol grip and the receiver, which is once again too small to accomodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of "special" ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the "Minibak". It still uses the earlier Bizon-1's 64-round helical magazine by default.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
<br />
==PP-19-01 Vityaz==<br />
The [[PP-19-01 Vityaz]] appears as the "Zyklov 9".<br />
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 "Vityaz-SN" - 9x19mm]]<br />
<br />
==SIG-Sauer MPX==<br />
A [[SIG-Sauer MPX]] is seen held by Alejandro Vargas in the reveal trailer.<br />
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]<br />
[[File:MWII-MPX-1.jpg|thumb|none|600px]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears as the "MX9".<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
<br />
=Shotguns=<br />
==Benelli M4 Super 90==<br />
The [[Benelli M4 Super 90]] appears as the "Expedite 12". Is incorrectly used by Russian forces, instead of a more correct [[Saiga-12|Izhmash KS-K]].<br />
<br />
When reloading without the "Fast Reload" perk, the first port-loaded shell in a reload sequence will play a slower animation showing the player character palming shell before loading it. This does not happen with the "Fast Reload" perk.<br />
[[File:Benelli M4 Tactical.jpg|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]<br />
<br />
==Browning Citori 725==<br />
The [[Over and Under Shotgun|Browning Citori 725]] returns as the "Lockwood 300".<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
<br />
==Mossberg 590==<br />
What appears to be a [[Mossberg 590]] appears as the "Bryson 800".<br />
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]<br />
<br />
===Mossberg 590M===<br />
A [[Mossberg 590M]]-style detachable box magazine variant appears as the "Bryson 890".<br />
[[File:590m.jpg|thumb|none|400px|Mossberg 590M Shockwave - 12 gauge]]<br />
<br />
=Rifles/Carbines=<br />
==AK-103==<br />
The [[AK-103]] appears as the "Kastov 762".<br />
[[File:AK103.jpg|thumb|none|450px|AK-103 with cleaning rod removed - 7.62x39mm]]<br />
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px]]<br />
<br />
===AKMS===<br />
Some variants of the "Kastov 762" found in the campaign are modeled after the [[AKMS]], though they still have the AK-103's front sight block and its side-folding stock latch at the front of the receiver.<br />
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]<br />
<br />
==AK-105==<br />
The [[AK-105]] appears as the "Kastov 545".<br />
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]<br />
[[File:MWII-AK105-1.jpg|thumb|none|600px]]<br />
<br />
==AKS-74UN==<br />
The [[AKS-74U]] appears as the "Kastov-74u", with rails at the bottom and on the right side of the handguard. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. It employs the "Iraqi reload" technique when reloading from empty.<br />
<br />
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, so an [[AKMSU]] conversion might be planned in the final release. A variant with Zenitco handguard and stock is available. <br />
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]<br />
<br />
==FN SCAR-H==<br />
The [[FN SCAR-H]] returns as the "TAQ-V". A typo in the gunsmith erroneously describes the weapon as firing "7.26mm" cartridges.<br />
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]<br />
<br />
==FN SCAR 17S==<br />
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version is set to appear under the marksman rifles class. It is referred to as the "TAQ-M", and is fitted with a 20" barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5 Creedmoor.<br />
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]<br />
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]<br />
<br />
==FN SCAR-L==<br />
The [[FN SCAR-L]] appears as the "TAQ-56". It is depicted with incorrect H&K style fire-selector markings.<br />
[[File:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm NATO]]<br />
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]<br />
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]<br />
<br />
==Heckler & Koch HK91A2==<br />
A [[Heckler & Koch HK91A2]] converted to full-auto appears as the "Lachmann-762". Like the other guns in the "Lachmann Meer" platform, it lacks a paddle magazine release, distinguishing it from the military [[Heckler & Koch G3A3|G3]].<br />
[[File:HK Model 91.jpg|thumb|none|450px|Heckler & Koch HK91A2 - 7.62x51mm NATO]]<br />
<br />
==Heckler & Koch HK93A2==<br />
A full-auto converted [[Heckler & Koch HK93A2]] appears as the "Lachmann-556". Once again, the lack of a paddle magazine release distinguishes it from the select-fire [[Heckler & Koch HK33#Heckler & Koch HK33|HK33]].<br />
<br />
By default, it has a shortened barrel and cocking tube (the length being between the HK33KA3 and HK53). It can be modified with full-sized ones with the "LM Aurora 90 Barrel" attachment, or with an HK33K-esque barrel with the "Lach-12 Barrel".<br />
<br />
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler & Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with an [[MP5SD]] style integrally suppressed barrel. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]<br />
<br />
=="M4"==<br />
A fully automatic custom [[AR-15]]-type carbine with a 12" barrel appears as the "M4". The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. According to pre-release materials, the in-game base M4-type carbine will be a base weapon with numerous variants included as part of an unlock tree in multiplayer.<br />
<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5" stepped barrel/AR front sight, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20" Barrel” attachment gives it a KAC M5 RAS/20" barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the "Demo Precision Elite Factory" stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.<br />
<br />
[[File:516-CQB rifle.jpg|thumb|none|400px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|Promotional material for the "FJX Cinder" weapon vault prominently showcase the "M4" and its customization options. Unlike the Colt Model 933 in the previous game, this rifle actually has an auto sear pin. Some of the customization options include the M16A2-style plastic handguards seen on early M4 carbines, a SAI GRY 14.5/KAC URX 3.1/Daniel Defense RIS II frankenstein handguard, and a Troy M7A1-esque buttstock, among other options.]]<br />
<br />
=="FTac Recon"==<br />
Another M4 variant with an unidentified receiver, chambered in .458 SOCOM, appears as the "FTac Recon". It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.<br />
<br />
==M14==<br />
Two [[M14]] variants appear in the game. The "SO-14" is the select-fire variant classed as a battle rifle. The base chassis of the "SO-14" appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block.<br />
<br />
===M14 (in Sage chassis)===<br />
The "EBR-14" is a semi-automatic M14 in a Sage EBR-style chassis, classed as a marksman rifle.<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground, left. In the final game, Soap is holding a Vector.]]<br />
<br />
==M16A3==<br />
The [[M16A3]] (Colt Model 901) appears as the "M16". It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the "M4".<br />
<br />
A properly functioning M16A3-style rifle can also be achieved by modifying the "M4" mentioned above.<br />
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]<br />
<br />
===Mk 18 Mod 0===<br />
The "LX-97 Torque Barrel" attachment gives it an AR carbine handguard/10.5" barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).<br />
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]<br />
<br />
===M4A1 Carbine===<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5" stepped barrel/AR front sight, turning it into an [[M4A1]].<br />
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]<br />
<br />
==Marlin Model 336==<br />
The [[Marlin Model 336]] appears as the "Lockwood MK2", under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the "MK2 Carbine", but this time the shape of the ejection port indicates that it is a Model 336.<br />
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]<br />
<br />
==Q Honey Badger==<br />
In the trailer, Ghost and Soap can be seen with [[Q Honey Badger]]-style compact carbines.<br />
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]<br />
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Soap can be seen on the right, also equipped with a similarly styled carbine.]]<br />
<br />
==SIG-Sauer MCX VIRTUS==<br />
Price is seen with a [[SIG-Sauer MCX VIRTUS]] in the reveal trailer.<br />
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]<br />
<br />
==Steyr AUG A3==<br />
The [[Steyr AUG A3]] appears as the "STB 556".<br />
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AW50==<br />
An [[Accuracy International AW50]] is seen in promotional material.<br />
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]<br />
<br />
==Barrett MRAD==<br />
The [[Barrett MRAD]] appears as the "MCPR-300".<br />
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]<br />
<br />
==Gepard GM6 Lynx==<br />
The [[Gepard GM6 Lynx]] appears as the "Signal 50".<br />
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]<br />
<br />
==Heckler & Koch SR9(TC)==<br />
The [[Heckler & Koch SR9(TC)]] appears as the "LM-S", under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.<br />
[[File:HKSR9TC.jpg|thumb|none|450px|H&K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]<br />
<br />
==M24 SWS==<br />
The [[M24 SWS]] from ''Modern Warfare'' is scheduled to appear in the game.<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MWII-M24-1.jpg|thumb|none|600px|In the reveal trailer, Ghost is seen with an M24 fitted with a custom chassis, barrel and extended magazine.]]<br />
<br />
==Remington M2010 Enhanced Sniper Rifle==<br />
What appears to be a [[Remington M2010 Enhanced Sniper Rifle]] is held by Soap in a trailer.<br />
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
<br />
==FightLite MCR==<br />
The [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the "556 Icarus".<br />
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, sandwiched between the carbine and the AR-57 upper.]]<br />
<br />
==Heckler & Koch HK21==<br />
The [[Heckler & Koch HK21]] appears in-game as the "RAPP H". It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the "LMK64 Grip" attachment<br />
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]]<br />
<br />
==IWI Negev NG7==<br />
The [[IWI Negev NG7]] appears in-game as the "SAKIN MG38".<br />
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]<br />
<br />
==RPKN==<br />
The [[RPK#RPK|RPKN]] appears in the game.<br />
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40-round magazine - 7.62x39mm. This is an RPKN variant with a scope mount bracket.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The [[SIG-Sauer MG 338]] returns from ''Modern Warfare'', again named the "RAAL MG".<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 - .338 Norma Magnum]]<br />
<br />
==Steyr AUG HBAR-T==<br />
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the "HCR-56". It is incorrectly depicted with an AUG A3's bolt release.<br />
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]<br />
<br />
=Launchers=<br />
==FGM-148 Javelin==<br />
The stylized [[FGM-148 Javelin]] returns as the "JOKR."<br />
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name "SPW 40mm".<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
<br />
==Madbull XM203==<br />
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the "TL40 Fire Drake".<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|450px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII'' .<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
<br />
==SA-25==<br />
The "PILA", an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the "[[M84 stun grenade|M84 Flash]]".<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
<br />
==M7 Spider==<br />
A heavily stylized M7 Spider mine is featured as the "Cluster Mine".<br />
<br />
=Mounted Weapons=<br />
==M230 Chain Gun==<br />
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==FN M240B==<br />
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]<br />
<br />
==Minigun==<br />
Some kind of minigun is mounted on the "Wheelson" UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&diff=1527303Call of Duty: Modern Warfare II (2022)2022-10-21T08:58:31Z<p>Fine cuisine: There's about 5 or so variants of the R700, guns that should obv have platforms don't have them or don't have proper names yet, the name for the MRAD is pretty obviously bugged too. Any Russian forces that appear in this game are PMCs, for further notice i suppose</p>
<hr />
<div>{{Upcoming}}<br />
[[File:MWII-cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare II'' (2022)]]<br />
{{VG Title|Call of Duty: Modern Warfare II}}<br />
<br />
__TOC__<br clear=all><br />
<br />
=Overview=<br />
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles, marksman rifles, light machine guns, and sniper rifles.<br />
<br />
Many weapons are now classified under a "Weapon Platform" system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as "Receivers". Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.<br />
<br />
The current known Weapon Platforms in ''Modern Warfare II'' are the following:<br />
* M4 Platform (AR-based weapons)<br />
* AK-47 Platform (AK-based weapons)<br />
* XRK (Glock pistols)<br />
* Tactique Verte (FN SCAR-based weapons)<br />
* Lachmann Meer (Heckler & Koch roller-delayed weapons)<br />
* Fennec (KRISS Vector-based weapons)<br />
* Bryson Long Range Platform (Remington 700-based weapons)<br />
* RAAL Platform (SIG-Sauer machine guns)<br />
* Bull Platform (Steyr AUG-based weapons)<br />
<br />
One new action introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon.<br />
<br />
=Handguns=<br />
==Desert Eagle Mark XIX==<br />
The [[Desert Eagle Mark XIX]] returns. The new model features Picatinny rails on the 12 o'clock and 6 o'clock positions, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. Is frequently used by Las Almas cartel members.<br />
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]<br />
<br />
==Glock 17 MOS==<br />
The "X12" is a stylized [[Glock 17|Glock 17 MOS]]. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It was first seen equipped with a red dot sight in the reveal trailer, presumably (based on the first-person character model) in the hands of Kyle Garrick. Another Glock is later seen in Ghost's chest holster. Is used by Russian PMCs in-game.<br />
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]<br />
[[File:MWII-Trailer-Glock.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. The slide never moves, which is likely an oversight. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]<br />
[[File:MWII-Trailer-Glock2.jpg|thumb|none|600px|Another Glock in Ghost's chest holster. It appears to have a non-standard grip texture.]]<br />
<br />
==Glock 18==<br />
A stylized [[Glock 18]] appears as the "X13 Auto", and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has most visual features of the "X12", including the Gen 5 components, even though the real Glock 18 isn't known to exist in Gen 5. Of note, the "X12", "X13", and MW19's "X16" (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional. A carbine conversion kit resembling various designs like from CAA and Hera Arms is available for the X13, although with a AR-15 style T-handle in spite of the slide mounted ambi charging handles that are common on pistol conversion kits.<br />
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]<br />
[[File:CAA MCK black.jpg|thumb|none|450px|A Glock pistol mounted in a CAA RONI MCK.]]<br />
<br />
==SIG-Sauer P220 Elite==<br />
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] appears as the "P890" (or "Bruen .45" during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol.<br />
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]<br />
[[File:MWII-P226-1.jpg|thumb|none|600px|John Price using a suppressed P220 in the reveal trailer.]]<br />
<br />
==Smith & Wesson Model 500==<br />
The [[Smith & Wesson Model 500]] is set to appear in the game. In contrast to every other handgun in ''MWII'', the Model 500 occupies the primary weapon slot instead of the secondary weapon slot. The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has "Bryson .500 Magnum" markings on the barrel.<br />
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 (8.75" Barrel) - .500 S&W Magnum]]<br />
<br />
=Submachine Guns=<br />
==AR-57==<br />
The [[AR-57]] appears as the "FSS Hurricane". It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle.<br />
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]<br />
<br />
==FN P90 TR==<br />
The [[FN P90 TR]] appears as the "PDSW 528".<br />
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]<br />
<br />
==Heckler & Koch HK94A3==<br />
The "Lachmann Sub" is a [[Heckler & Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the "Lachmann Meer" platform (which is clearly supposed to represent the Heckler & Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto.<br />
<br />
The "Lachmann Pulsar" barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The "LM Cronus Grip" gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are "S-3-F".<br />
<br />
[[File:H&K94Conversion.jpg|thumb|none|450px|Heckler & Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]<br />
[[File:H&KMP5A5.jpg|thumb|none|450px|Heckler & Koch MP5A5, for comparison - 9x19mm]]<br />
<br />
==Heckler & Koch MP7A2==<br />
A heavily fictionalized [[Heckler & Koch MP7A2]] appears as the "VEL 46".<br />
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|The MP7A2 as seen on the left.]]<br />
<br />
==KRISS Vector==<br />
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the "Fennec 45", still missing the piece that connects the pistol grip and the receiver, which is once again too small to accomodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of "special" ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.<br />
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]<br />
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]<br />
<br />
==PP-19 Bizon-2==<br />
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the "Minibak". It still uses the earlier Bizon-1's 64-round helical magazine by default.<br />
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]<br />
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]<br />
<br />
==PP-19-01 Vityaz==<br />
The [[PP-19-01 Vityaz]] appears as the "Zyklov 9".<br />
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 "Vityaz-SN" - 9x19mm]]<br />
<br />
==SIG-Sauer MPX==<br />
A [[SIG-Sauer MPX]] is seen held by Alejandro Vargas in the reveal trailer.<br />
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]<br />
[[File:MWII-MPX-1.jpg|thumb|none|600px]]<br />
<br />
==Steyr AUG A3 9mm XS==<br />
The [[Steyr AUG A3 9mm XS]] appears as the "MX9".<br />
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]<br />
<br />
=Shotguns=<br />
==Benelli M4 Super 90==<br />
The [[Benelli M4 Super 90]] appears as the "Expedite 12". Is incorrectly used by Russian forces, instead of a more correct [[Saiga-12K]].<br />
<br />
When reloading without the "Fast Reload" perk, the first port-loaded shell in a reload sequence will play a slower animation showing the player character palming shell before loading it. This does not happen with the "Fast Reload" perk.<br />
[[File:Benelli M4 Tactical.jpg|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]<br />
<br />
==Browning Citori 725==<br />
The [[Over and Under Shotgun|Browning Citori 725]] returns as the "Lockwood 300".<br />
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]<br />
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]<br />
<br />
==Mossberg 590==<br />
What appears to be a [[Mossberg 590]] appears as the "Bryson 800".<br />
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]<br />
<br />
===Mossberg 590M===<br />
A [[Mossberg 590M]]-style detachable box magazine variant appears as the "Bryson 890".<br />
[[File:590m.jpg|thumb|none|400px|Mossberg 590M Shockwave - 12 gauge]]<br />
<br />
=Rifles/Carbines=<br />
==AK-103==<br />
The [[AK-103]] appears as the "Kastov 762".<br />
[[File:AK103.jpg|thumb|none|450px|AK-103 with cleaning rod removed - 7.62x39mm]]<br />
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px]]<br />
<br />
===AKMS===<br />
Some variants of the "Kastov 762" found in the campaign are modeled after the [[AKMS]], though they still have the AK-103's front sight block and its side-folding stock latch at the front of the receiver.<br />
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]<br />
<br />
==AK-105==<br />
The [[AK-105]] appears as the "Kastov 545".<br />
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]<br />
[[File:MWII-AK105-1.jpg|thumb|none|600px]]<br />
<br />
==AKS-74UN==<br />
The [[AKS-74U]] appears as the "Kastov-74u", with rails at the bottom and on the right side of the handguard. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. It employs the "Iraqi reload" technique when reloading from empty.<br />
<br />
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, so an [[AKMSU]] conversion might be planned in the final release. A variant with Zenitco handguard and stock is available. <br />
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]<br />
<br />
==FN SCAR-H==<br />
The [[FN SCAR-H]] returns as the "TAQ-V". A typo in the gunsmith erroneously describes the weapon as firing "7.26mm" cartridges.<br />
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]<br />
<br />
==FN SCAR 17S==<br />
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version is set to appear under the marksman rifles class. It is referred to as the "TAQ-M", and is fitted with a 20" barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5 Creedmoor.<br />
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]<br />
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]<br />
<br />
==FN SCAR-L==<br />
The [[FN SCAR-L]] appears as the "TAQ-56". It is depicted with incorrect H&K style fire-selector markings.<br />
[[File:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm NATO]]<br />
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]<br />
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]<br />
<br />
==Heckler & Koch HK91A2==<br />
A [[Heckler & Koch HK91A2]] converted to full-auto appears as the "Lachmann-762". Like the other guns in the "Lachmann Meer" platform, it lacks a paddle magazine release, distinguishing it from the military [[Heckler & Koch G3A3|G3]].<br />
[[File:HK Model 91.jpg|thumb|none|450px|Heckler & Koch HK91A2 - 7.62x51mm NATO]]<br />
<br />
==Heckler & Koch HK93A2==<br />
A full-auto converted [[Heckler & Koch HK93A2]] appears as the "Lachmann-556". Once again, the lack of a paddle magazine release distinguishes it from the select-fire [[Heckler & Koch HK33#Heckler & Koch HK33|HK33]].<br />
<br />
By default, it has a shortened barrel and cocking tube (the length being between the HK33KA3 and HK53). It can be modified with full-sized ones with the "LM Aurora 90 Barrel" attachment, or with an HK33K-esque barrel with the "Lach-12 Barrel".<br />
<br />
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler & Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with an [[MP5SD]] style integrally suppressed barrel. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]<br />
<br />
=="M4"==<br />
A fully automatic custom [[AR-15]]-type carbine with a 12" barrel appears as the "M4". The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. According to pre-release materials, the in-game base M4-type carbine will be a base weapon with numerous variants included as part of an unlock tree in multiplayer.<br />
<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5" stepped barrel/AR front sight, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20" Barrel” attachment gives it a KAC M5 RAS/20" barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the "Demo Precision Elite Factory" stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.<br />
<br />
[[File:516-CQB rifle.jpg|thumb|none|400px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm]]<br />
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|Promotional material for the "FJX Cinder" weapon vault prominently showcase the "M4" and its customization options. Unlike the Colt Model 933 in the previous game, this rifle actually has an auto sear pin. Some of the customization options include the M16A2-style plastic handguards seen on early M4 carbines, a SAI GRY 14.5/KAC URX 3.1/Daniel Defense RIS II frankenstein handguard, and a Troy M7A1-esque buttstock, among other options.]]<br />
<br />
=="FTac Recon"==<br />
Another M4 variant with an unidentified receiver, chambered in .458 SOCOM, appears as the "FTac Recon". It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.<br />
<br />
==M14==<br />
Two [[M14]] variants appear in the game. The "SO-14" is the select-fire variant classed as a battle rifle. The base chassis of the "SO-14" appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block.<br />
<br />
===M14 (in Sage chassis)===<br />
The "EBR-14" is a semi-automatic M14 in a Sage EBR-style chassis, classed as a marksman rifle.<br />
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]<br />
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground, left. In the final game, Soap is holding a Vector.]]<br />
<br />
==M16A3==<br />
The [[M16A3]] (Colt Model 901) appears as the "M16". It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the "M4".<br />
<br />
A properly functioning M16A3-style rifle can also be achieved by modifying the "M4" mentioned above.<br />
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]<br />
<br />
===Mk 18 Mod 0===<br />
The "LX-97 Torque Barrel" attachment gives it an AR carbine handguard/10.5" barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).<br />
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]<br />
<br />
===M4A1 Carbine===<br />
The “14" Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5" stepped barrel/AR front sight, turning it into an [[M4A1]].<br />
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]<br />
<br />
==Marlin Model 336==<br />
The [[Marlin Model 336]] appears as the "Lockwood MK2", under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the "MK2 Carbine", but this time the shape of the ejection port indicates that it is a Model 336.<br />
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]<br />
<br />
==Q Honey Badger==<br />
In the trailer, Ghost and Soap can be seen with [[Q Honey Badger]]-style compact carbines.<br />
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]<br />
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Soap can be seen on the right, also equipped with a similarly styled carbine.]]<br />
<br />
==SIG-Sauer MCX VIRTUS==<br />
Price is seen with a [[SIG-Sauer MCX VIRTUS]] in the reveal trailer.<br />
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]<br />
<br />
==Steyr AUG A3==<br />
The [[Steyr AUG A3]] appears as the "STB 556".<br />
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]<br />
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]<br />
<br />
=Sniper Rifles=<br />
==Accuracy International AW50==<br />
An [[Accuracy International AW50]] is seen in promotional material.<br />
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]<br />
<br />
==Barrett MRAD==<br />
The [[Barrett MRAD]] appears as the "MCPR-300".<br />
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]<br />
<br />
==Gepard GM6 Lynx==<br />
The [[Gepard GM6 Lynx]] appears as the "Signal 50".<br />
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]<br />
<br />
==Heckler & Koch SR9(TC)==<br />
The [[Heckler & Koch SR9(TC)]] appears as the "LM-S", under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.<br />
[[File:HKSR9TC.jpg|thumb|none|450px|H&K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]<br />
<br />
==M24 SWS==<br />
The [[M24 SWS]] from ''Modern Warfare'' is scheduled to appear in the game.<br />
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]<br />
[[File:MWII-M24-1.jpg|thumb|none|600px|In the reveal trailer, Ghost is seen with an M24 fitted with a custom chassis, barrel and extended magazine.]]<br />
<br />
==Remington M2010 Enhanced Sniper Rifle==<br />
What appears to be a [[Remington M2010 Enhanced Sniper Rifle]] is held by Soap in a trailer.<br />
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]<br />
<br />
=Machine Guns=<br />
==Dillon Aero M134 Minigun==<br />
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.<br />
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]<br />
<br />
==FightLite MCR==<br />
The [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the "556 Icarus".<br />
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]<br />
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the "FJX Cinder" weapon vault, sandwiched between the carbine and the AR-57 upper.]]<br />
<br />
==Heckler & Koch HK21==<br />
The [[Heckler & Koch HK21]] appears in-game as the "RAPP H". It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the "LMK64 Grip" attachment<br />
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]]<br />
<br />
==IWI Negev NG7==<br />
The [[IWI Negev NG7]] appears in-game as the "SAKIN MG38".<br />
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]<br />
<br />
==RPKN==<br />
The [[RPK#RPK|RPKN]] appears in the game.<br />
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40-round magazine - 7.62x39mm. This is an RPKN variant with a scope mount bracket.]]<br />
<br />
==SIG-Sauer MG 338==<br />
The [[SIG-Sauer MG 338]] returns from ''Modern Warfare'', again named the "RAAL MG".<br />
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 - .338 Norma Magnum]]<br />
<br />
==Steyr AUG HBAR-T==<br />
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the "HCR-56". It is incorrectly depicted with an AUG A3's bolt release.<br />
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]<br />
<br />
=Launchers=<br />
==FGM-148 Javelin==<br />
The stylized [[FGM-148 Javelin]] returns as the "JOKR."<br />
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]<br />
<br />
==LMT M203==<br />
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name "SPW 40mm".<br />
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]<br />
<br />
==Madbull XM203==<br />
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the "TL40 Fire Drake".<br />
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]<br />
[[File:ISL-200.jpg|thumb|none|450px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]<br />
<br />
==RPG-7==<br />
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII'' .<br />
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]<br />
<br />
==SA-25==<br />
The "PILA", an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles<br />
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]<br />
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]<br />
<br />
=Explosives=<br />
==Model 7290 Flashbang Grenade==<br />
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the "[[M84 stun grenade|M84 Flash]]".<br />
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]<br />
<br />
==M7 Spider==<br />
A heavily stylized M7 Spider mine is featured as the "Cluster Mine".<br />
<br />
=Mounted Weapons=<br />
==M230 Chain Gun==<br />
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.<br />
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]<br />
<br />
==FN M240B==<br />
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.<br />
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]<br />
<br />
==Minigun==<br />
Some kind of minigun is mounted on the "Wheelson" UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.<br />
<br />
{{Call of Duty Series}}<br />
<br />
[[Category:Video Game]]<br />
[[Category:First-Person Shooter]]<br />
[[Category:Action]]<br />
[[Category:War]]</div>Fine cuisinehttps://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_II&diff=1526567Call of Duty: Black Ops II2022-10-18T11:41:11Z<p>Fine cuisine: /* "FHJ-18 AA" */ TIL the MiG can be targeted by lock ons</p>
<hr />
<div>{{wip}}<br />
{{Infobox Video Game|{{PAGENAME}}<br />
|name = Call of Duty: Black Ops II<br />
|picture = Black-ops2 Logo.jpg<br />
|caption = ''Official Box Art''<br />
|series=[[Call of Duty]]<br />
|date= 2012<br />
|developer=Treyarch<br />
|publisher= Activision<br />
|platforms=Windows<br>PlayStation 3<br>Xbox 360<br>Wii U<br />
|genre=[[First-Person Shooter]]<br />
}}<br />
<br />
'''''Call of Duty: Black Ops II''''' (also known as ''CoD: Blops 2'') is the ninth installment in the ''Call of Duty'' series, and the third main entry in the ''Black Ops'' sub-franchise (the first being ''[[Call of Duty: World at War|World at War]]''). Developed by Treyarch, with assistance from Sledgehammer Games and Raven Software, it was published by Activision in 2012 for the PC, PS3, Wii U and Xbox 360.<br />
<br />
The game features a singleplayer campaign, a multiplayer mode, and a co-op zombie mode. The singleplayer story continues from ''[[Call of Duty: Black Ops]]'' and is set over two time periods, the final years of the Cold War from 1986 to 1989, and the technologically advanced future of 2025, during a Second Cold War between the United States and China. The past era has CIA operative Alex Mason continue his top-secret work for the United States, and in doing so inadvertently, create the powerful terrorist leader Raul Menendez. In the future era, Alex's son and Navy SEAL operative David "Section" Mason has to face Menendez and his global populist movement Cordis Die, which seeks to topple the world order so Menendez can extract his revenge on the United States. The multiplayer is entirely set in the future era, while Zombies is set in its own continuity that continues the storyline started in ''World at War'' and continued in ''Black Ops''. <br />
<br />
The first DLC pack, "Revolution", was released on January 29th, 2013 for Xbox 360 and on February 28th for other platforms, and included new maps and the "Peacekeeper" exclusive weapon. A second DLC, "Uprising", was released on Xbox 360 on April 16th, 2013, with other platforms a month later. This release includes several new multiplayer maps and a new mobster-themed Zombies map "Mob of the Dead," with player characters voiced by [[Ray Liotta]], [[Michael Madsen]], [[Chazz Palminteri]], and [[Joe Pantoliano]]. The third DLC, "Vengeance", featuring more multiplayer maps and an additional Zombies level, was released on Xbox on July 2nd, 2013, with other platforms following on August 1st. The final DLC pack, "Apocalypse", was released on Xbox Live on August 27th, 2013, featuring a final set of multiplayer maps and the Zombies map "Origins", that details the first ever zombie outbreak of 1918 Northern France.<br />
<br />
A number of additional minor content packs were also released, consisting of new multiplayer weapon skins, reticle models, and "Calling Card" icons.<br />
<br />
For the purposes of this article, Alex Mason is referred to as "Mason" and David Mason as "Section".<br />
<br />
'''The following weapons are seen in the video game ''Call of Duty: Black Ops II'':'''<br />
<br />
'''Note: spoilers are present in some descriptions.'''<br />
__TOC__<br clear=all><br />
<br />
= Overview =<br />
<br />
''Black Ops II'', like previous ''CoD'' games, allows the player to carry two weapons at a time; what weapons can be started with depends on the game mode.<br />
<br />
In singleplayer, unlike previous games, the player can choose the specific weapons they will start a mission with in a multiplayer-like loadout screen, which also allows them to customize the weapons. New weapons and attachments are unlocked as the story progresses. Weapons are divided into "past" weapons for the Cold War setting, and "future" weapons for the 2025 setting; on the first run through the game, the past weapons can be used in the future levels, but the future weapons cannot be used in the past - beating the game unlocks the ability to use the future weapons in the past, and there is an achievement for doing so. Special weapon crates are placed through the maps which contain copies of the player's initial weapons, to ensure they do not run out of ammunition using a weapon that would not normally spawn in that mission.<br />
<br />
In multiplayer, players by default can choose a primary and a secondary weapon to spawn with; most weapons are classed as primaries, with secondary weapons consisting of pistols, launchers, and a crossbow and ballistic knife. The "Overkill" wildcard allows the player to replace the secondary with a second primary weapon. The multiplayer portion of the game is set entirely in 2025, and so the "past" weapons that appear in the campaign are not available.<br />
<br />
In Zombies mode, like previous games, players start with an M1911 (or an M712 Schnellfeuer on the ''Origins'' DLC map) as their only weapon, and can purchase additional weapons using points gained by defeating enemies and repairing barricades. Specific weapons can be bought from chalk outlines on the walls, or players can use the "Mystery Box" to spawn a random weapon, including a selection of weapons not otherwise available in the levels. Zombies freely uses both "past" and "future" weapons (regardless of setting, so the player can use a SCAR-H on the battlefields of 1918 France), and even has several unique weapons (both real and fictional) of its own.<br />
<br />
Weapons can be customized with various attachments. In singleplayer, weapons can have up to three attachments. In Multiplayer, by default a primary weapon can have two attachments and a secondary weapon one, however the "Primary Gunfighter" and "Secondary Gunfighter" wildcards allow this to be upped to three and two, respectively. In Zombies, weapons cannot be customized beyond upgrading them with the "Pack-A-Punch" machine, which in addition to granting heavy stat buffs and giving the weapon unique camouflage, may also grant the weapon specific attachments (usually sights) - some weapons allow the player to Pack-A-Punch the same weapon multiple times to cycle through attachments. Some weapons found in the Mystery Box also feature attachments; these are built-in and cannot be changed or removed.<br />
<br />
There are a couple of particularly notable attachments; the first is select-fire, allowing a weapon to toggle between automatic and either burst or semi-auto mode (but never both). Using the alternate fire mode generally changes the weapon's cyclic rate of fire. The second is "Fast Mags", a combination of the "Sleight of Hand" perk from previous ''CoD'' games and the "Dual Mags" attachment from ''BO1''. For most weapons, using Fast Mags grants double side-by-side magazines like the dual mags from ''BO1''; unlike that game, however, reloads where the magazines are replaced entirely are also sped up, as they now use modified high-speed reload animations. Some weapons don't, and just feature the modified reload animations. The MP7, for example, has its charging handle racked during a normal empty reload, but reloading from empty while using Fast Mags will instead involve a tap of the bolt release.<br />
<br />
Weapons in singleplayer and multiplayer can also be customized with camouflage patterns; as well as the usual selection of patterns, these include licensed digital camo patterns from groups such as Kryptek.<br />
<br />
= Pistols =<br />
<br />
==WE Hi-Capa 5.1 Dragon B==<br />
<br />
A "futurized" version of the [[WE Hi-Capa 5.1|WE Hi-Capa 5.1 Dragon B]] appears as a three-round burst-firing handgun called the "B23R", and is available in the future levels. It appears to be intended as a "futurized" version of the [[Beretta 93R]] seen in previous ''Call of Duty'' games (and is referred to as such in the game files), but the WE airsoft gun's influences remain visible throughout the gun, most notably its "dragon"-styled half-exposed barrel configuration.<br />
<br />
Strangely, though it has a modelled folding front grip, it cannot use a grip accessory and is never shown with the grip unfolded. A B23R with a tactical knife "attachment" (technically a misnomer, as the knife isn't actually attached to the pistol in any way) is the starting weapon in Gun Game.<br />
<br />
In the ''Strike Team'' IOS spin-off, it is revealed that the B stands for "Beretta", cementing its status as a successor to the 93R. <br />
<br />
[[File:WE Hi-Capa 5.1 Dragon B.jpg|thumb|none|350px|WE Hi-Capa 5.1 Dragon B - 6mm BB]]<br />
[[Image:Blops2-B23R-Model.jpg|thumb|none|350px|The in-game B23R model.]]<br />
[[Image:Blops2-B23R-Menu.jpg|thumb|none|600px|The "B23R" in the singleplayer weapon select menu.]]<br />
[[Image:Blops2-B23-1.jpg|thumb|none|600px|Section reloads his B23R as he commences his assault on a disused set from ''Crysis''.]]<br />
<br />
== Browning Hi-Power ==<br />
<br />
The [[Browning Hi-Power]] is first available in the first mission of the game, "Pyrrhic Victory", where it is used by the MPLA. Mason uses one in the same mission to threaten Menendez, and later Woods uses one to shoot a Cuban soldier who ambushes Mason and Hudson. It appears to have the same stats as the FNP-45, which includes an incorrect 10-round magazine that increases to the correct 13 with the "Extended Clip". There is a real Hi-Power variant with a 10-round magazine, that being the .40 S&W variant, but that variant would be anachronistic for the time period; .40 S&W was not designed until 1990, and Hi-Powers chambered for it were first marketed in 1994.<br />
<br />
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|350px|none|Classic Browning Hi-Power (Belgian Manufacture) - 9x19mm]]<br />
[[Image:Blops2-Browning-Menu.jpg|thumb|none|600px|Browning Hi-Power on the singleplayer weapon select menu; note the thicker and widely spaced slide serrations.]]<br />
[[Image:Blops2-Browning-2.jpg|thumb|600px|none|Towards the end of "Pyrrhic Victory," Mason, his radio-using plan having gone awry, takes a young Raul Menendez hostage with his Browning Hi-Power, which is strange considering Mason had an M1911A1 when he entered the shack.]]<br />
[[Image:Blops2-Browning-1.jpg|thumb|600px|none|''"You can't kill me."'' At the end of the same mission, a worse-for-wear Woods takes out a soldier with his own Hi-Power.]]<br />
<br />
== Colt M1911 Variant ==<br />
<br />
Just like in the previous game, the [[M1911]] has a WW2 A1 slide and trigger and Colt Series 80 frame and hammer. It is available from the start of the game for campaign missions and is once again the starting weapon for all Zombies maps except "Origins". Nickel plated pistols are one of the common low-detail "holstered" pistols seen on NPC character models - unlike ''Black Ops'', the M1911 used in Zombies is parkerized.<br />
<br />
[[Image:M1911Colt.jpg|thumb|350px|none|Standard Colt M1911A1 - .45 ACP]]<br />
[[Image:Series80blued.jpg|thumb|none|350px|Colt MK IV Series 80 - .45 ACP]]<br />
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel plated M1911A1 pistol with brown grips - .45 ACP]]<br />
[[Image:Blops2-M1911-Menu.jpg|thumb|none|600px|M1911A1 on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-M1911-1.jpg|thumb|600px|none|At the end of "Old Wounds," THE NUMBERS return to haunt Mason as he fights his urge to execute the captive Kravchenko with his uncocked M1911A1 (despite Mason having previously pulled the slide) during an interrogation.]]<br />
[[Image:Blops2-M1911-2.jpg|thumb|600px|none|On the Zombies map TranZit, player character Russman holds an M1911 as he looks over the bus which will be conveying him from one place full of zombies to another, pondering precisely how this activity improves his current situation.]]<br />
<br />
== FN Five-seveN ==<br />
<br />
The fixed sights USG [[FN Five-seveN]] is available in the future levels. While it is still held with one hand as in ''Modern Warfare 3'', it has its correct 20-round capacity for the most part. The model in game has green tritium-illuminated iron sights. In multiplayer it is able to kill an enemy with two hits, but only at point-blank to very close range. Oddly, though the Five-seveN has a capacity of 20 rounds in all modes, if dual Five-seveNs are picked up from the Mystery Box in Zombies mode they will have ''Modern Warfare 3's'' incorrect 15-round capacity.<br />
<br />
[[Image:Five-seveN FDE fixed sights.jpg|thumb|350px|none|FN Five-seveN USG FDE (Flat Dark Earth) & fixed sights - 5.7x28mm FN]]<br />
[[Image:Blops2-FiveseveN-Menu.jpg|thumb|none|600px|The FN Five-seveN in the singleplayer weapon select menu.]]<br />
[[Image:Blops2-FiveseveN-2.jpg|thumb|600px|none|In Zombies mode, Misty uses a pair of Five-seveNs to see off the marauding undead.]]<br />
[[Image:Blops2-FiveseveN-1.jpg|thumb|600px|none|Section reloads his Five-seveN. While the modeled rounds in the magazine are a plus, the topmost one seems held in place more by faith than any aspect of the magazine's design.]]<br />
<br />
== FN FNP-45 Tactical ==<br />
<br />
Called the "Tac-45," the [[FN FNP#FNP-45 Tactical|FN FNP-45 Tactical]] has a black slide and flat dark earth frame when no camo is applied, and is available in the future levels and in multiplayer from the beginning. It has an erroneous 10-round capacity by default, which becomes a still-too-low 13 rounds when the incorrectly-named "Extended Clip" is chosen; the real weapon's magazines hold 15 rounds. In multiplayer it features a longer two-hit kill range than the Five-SeveN, but much faster damage falloff after that range. In the game files, it is called the "FNP-45".<br />
<br />
[[Image:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]<br />
[[Image:Blops2-FNP45-Menu.jpg|thumb|none|600px|FNP-45 Tactical on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-FNP45-1.jpg|thumb|none|600px|Aided and abetted by his robotic pygmy elephant, Section advances down a flooded street in Pakistan, armed with an FNP-45 Tactical.]]<br />
[[Image:Blops2-FNP45-2.jpg|thumb|none|600px|Much wading later he finds himself near the end of his journey, and celebrates by reloading. This FNP-45 Tactical has a laser pointer, reflex sight (which seems to be based on a Docter red dot) and a "long barrel," which uses futuristic technology to be completely invisible on all but two of the guns it is available on.]]<br />
<br />
== Makarov PM ==<br />
<br />
The [[Makarov PM]] returns from ''Black Ops'' and is available starting with the mission "Old Wounds." The weapon has a new reload animation, where the user grabs a new magazine and apparently ''slaps'' the heel-mounted magazine release to drop out the old magazine. As it is the same model from ''Black Ops'', it is still modeled with an incorrect adjustable rear sight which is only available on the civilian version.<br />
<br />
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]<br />
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 - 9x18mm Makarov. It is a US market import model of the Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]<br />
[[Image:Blops2-Makarov-Menu.jpg|thumb|none|600px|Makarov PM on the singleplayer weapon select menu; note the adjustable rear sight.]]<br />
[[Image:Blops2-Makarov-1.jpg|thumb|none|600px|Mason holds a suppressed Makarov PM in "Pyrrhic Victory" as he admires one of Savimbi's Eland armoured cars.]]<br />
[[Image:Blops2-Makarov-2.jpg|thumb|none|600px|Empty-reloading his Makarov, he discovers that wartime shortages have forced the use of low-resolution ammunition.]]<br />
<br />
== Mauser M712 Schnellfeuer ==<br />
<br />
A [[Mauser M712 Schnellfeuer]] with various retro-futuristic embellishments appears as the starting pistol in the Zombies map "Origins" from the "Apocalypse" DLC. It is incorrectly called "Mauser C96" in-game, which is the variant that uses stripper clips, unlike the M712, which uses box magazines. While it does not have a standard M712 fire selector, it does have a switch at the same location which presumably has the same function - there is no way to confirm it, as the in-game weapon is semi-auto only. It has an incorrect magazine capacity of 8 rounds instead of 10 or 20 (the weapon model shows a 20-round magazine), as it is statistically identical to the M1911 used in the other Zombies maps.<br />
<br />
Its upgraded form is called the "Boomhilda" and sports a suppressor and scope and fires lasers, likely a reference to Han Solo's C96-based gun from ''[[Star Wars: The Original Trilogy|Star Wars]]''. A piece of official artwork suggests one of the in-game characters developed this variant of the Mauser and called it the "CXS".<br />
<br />
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]<br />
[[Image:Blops2 Mauser.jpg|thumb|none|600px|Takeo aiming his M712 in the map's intro.]]<br />
[[Image:Blackops2-m712-idle1.jpg|thumb|none|600px|Dempsey holds his M712 in the starting bunker.]]<br />
[[Image:Blackops2-m712-aiming.jpg|thumb|none|600px|Aiming at the oncoming horde.]]<br />
[[Image:Blackops2-m712-reload1.jpg|thumb|none|600px|Reloading. Dropping out the old mag.]]<br />
[[Image:Blackops2-m712-reload2.jpg|thumb|none|600px|Inserting a new one.]]<br />
[[Image:Blackops2-m712-reload3.jpg|thumb|none|600px|Chambering a round.]]<br />
<br />
== TDI Kard ==<br />
<br />
The [[TDI Kard]] appears as the "KAP-40" (a name presumably standing either for "Kriss Automatic Pistol" or "Kard Automatic Pistol"); it incorrectly fires fully-automatic, despite the real weapon being semi-automatic. It is very common and appears to be a standard handgun for the United States military in 2025, and is also used by LAPD officers; the latter only use it in semi-auto, and their reloading animation shows them pulling on a slide the weapon does not actually have. Despite the weapon's name implying it being chambered for .40 S&W, the weapon's markings display its chambering as .45 ACP. A dual wielded pair of "KAP-40"s make up the second weapon tier in Gun Game.<br />
<br />
[[Image:KRISS KARD.jpg|thumb|none|400px|TDI Kard Prototype - .45 ACP]]<br />
[[Image:Blops2-Kard-Menu.jpg|thumb|none|600px|TDI Kard on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-Kard-1.jpg|thumb|none|600px|Section reloads a suppressed TDI Kard with a laser pointer and reflex sight. Note that a fire selector and, bizarrely, a bolt release from a TDI Vector have been added.]]<br />
<br />
= Revolvers =<br />
== Colt Python ==<br />
<br />
The [[Colt Python]] returns from ''Black Ops'' in Zombies mode, and is seen in Jonas Savimbi's holster in "Pyrrhic Victory," though it is never available either in the singleplayer campaign or from the loadout screen. Like in the first Black Ops, when reloading, the player character holds it muzzle up and dumps rounds instead of using the ejector rod, and ejects the entire contents of the cylinder, but only inserts as many rounds (one-at-a-time) as would be needed to replace those actually fired. The snub-nose Python model from ''Black Ops'' is used in the introduction for the "Mob of the Dead" DLC Zombies map, but does not actually appear in the map itself.<br />
<br />
[[Image:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]<br />
[[Image:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5" barrel - .357 Magnum]]<br />
[[Image:Blops2-Python-1.jpg|thumb|600px|none|A Colt Python is visible in Jonas Savimbi's holster as he commands his UNITA troops forward.]]<br />
[[Image:Blops2-Python-2.jpg|thumb|600px|none|Russman holds a Colt Python in Zombies mode as the survivors turn the power back on.]]<br />
[[Image:Blops2-ColtPython-3.jpg|thumb|600px|none|The survivors in the introduction to "Mob of the Dead" open fire with their snub-nose Colt Pythons, apparently from the warden's private collection. Given this collection was of four identical guns, it can be surmised that the warden was not very good at collecting things.]]<br />
<br />
== Remington 1858 New Army ==<br />
The [[Remington 1858 New Army]] appears in the Zombies map "Buried" from the "Vengeance" DLC as the "Remington New Model Army". It incorrectly operates in double-action mode instead of single-action. It is stastically identical to the Colt Python from previous maps, but with the ability to reload all its rounds at once (by swapping out cylinders). It also appears in the intro video of "Origins", but is not in the map itself.<br />
<br />
[[Image:Remington1858-1.jpg|thumb|none|400px|Remington 1858 New Army - .44 caliber.]]<br />
[[Image:Blops2-R1858.jpg|thumb|none|600px|Russman about to fire the Remington.]]<br />
<br />
== Taurus Raging Judge ==<br />
<br />
A [[Taurus Raging Judge]] is Menendez's signature weapon during the game's campaign, and is called the "Executioner," though the game files use the weapon's real name. Judging by the cylinder it appears to be the cancelled 28-gauge XXVIII model. It exclusively fires shotgun shells, and can be unlocked for the campaign by completing 5 challenges in "Celerium."<br />
<br />
Like the Python, the default reload animation is extremely bizarre; the player character ejects the entire contents of the cylinder, but only inserts as many rounds as would be needed to replace those actually fired. The reloading animation is a loop showing the cartridges being placed into the same chamber of an empty cylinder, which magically becomes completely full when it is snapped closed, though this can only be seen by changing the FOV on PC. Using the Fast Mags attachment uses a speedloader instead (the model being based on a 5 Star .410 bore Taurus Judge speedloader upscaled to 28 gauge), reloading the entire cylinder at once. A Raging Judge with a laser pointer serves as the 3rd weapon tier in Gun Game.<br />
<br />
The Raging Judge is one of only two weapons to change visually when the "long barrel" attachment is used (the other being the Beretta Model 682), and the first revolver in any ''Call of Duty'' game able to accept a suppressor. The latter would be pointless in practice, since the Judge, like most revolvers, does not have a gas-tight seal between the chamber and the barrel.<br />
<br />
[[Image:Taurus Raging Judge XXVII.jpg|thumb|400px|none|Taurus Raging Judge XXVIII - 28 gauge]]<br />
[[Image:Blops2-Judge-Menu.jpg|thumb|none|600px|Taurus Raging Judge on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-Judge-1.jpg|thumb|600px|none|During a brief sequence from Menendez's perspective, the villain holds his Raging Judge on a hostage.]]<br />
[[Image:Blops2-Judge-2.jpg|thumb|600px|none|After the campaign has been completed once, the loadout screen unlocks completely, allowing future weapons to be used in the past. Here Mason holds a Taurus Judge equipped with a reflex optic and laser sight as the Soviet army decides there are not enough explosions in his immediate vicinity.]]<br />
[[Image:Blops2-Judge-3.jpg|thumb|600px|none|Reloading the Judge shows the words "ANGER MANAGEMENT" printed backwards on the 28-gauge shotshells. Note also the "long barrel" attachment, with three vents in the rib...]]<br />
[[Image:Blops2-Judge-6.jpg|thumb|600px|none|...as opposed to the standard barrel, which only has two. Here Mason has decided to fit his Raging Judge with a suppressor to make it even more improbable.]]<br />
[[Image:Blops2-Judge-4.jpg|thumb|600px|none|The chambers remain visibly empty as Mason reloads...]]<br />
[[Image:Blops2-Judge-5.jpg|thumb|600px|none|...until it is time to swing the cylinder back into position, and all the shells appear from the ether.]]<br />
<br />
= Submachine Guns =<br />
<br />
==CZ Scorpion Evo 3 A==<br />
<br />
The [[CZ Scorpion Evo 3 A]] appears as the "Skorpion EVO". It is available in the 2025 missions, and is used by PMC troops, primarily in the first 2025 level "Celerium." It has the highest rate of fire of any submachine gun in the game. A Scorpion Evo 3 A with an attached laser pointer is the 7th weapon tier in Gun Game.<br />
<br />
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A - 9x19mm]]<br />
[[Image:Blops2-Skorpion-Menu.jpg|thumb|600px|none|CZ Scorpion Evo 3 A on the singleplayer weapon select menu. Note the handstop that is fitted to the gun by default.]]<br />
[[Image:Blops2-Scorpion-1.jpg|thumb|600px|none|Section holds a CZ Scorpion Evo 3 A he rescued from a horrifying attempt at applying camouflage.]]<br />
[[File:BO2_ScorpionEvo_FirstRaise.jpg|thumb|none|600px|A few missions further into the future, Section brandishes an unmolested Scorpion Evo. Also visible is Section's wrist-mounted grenade launcher, which he somehow got past Colossus security.]]<br />
[[File:BO2_ScorpionEvo_Reload1.jpg|thumb|none|600px|Reloading the Scorpion Evo. The magazine lacks proper feed lips and only holds a single cartridge. Note the "CZ SCORPION EVO 3A1" marking on the upper receiver (it is in fact not an Evo 3 A1), and the fire selector correctly set to full-auto.]]<br />
[[File:BO2_ScorpionEvo_Reload2.jpg|thumb|none|600px|And a press of the bolt release to complete the reload. As was the case for most games from the same generation, the bolt release is not animated.]]<br />
<br />
== Heckler & Koch MP5A3 ==<br />
<br />
The [[Heckler & Koch MP5A3]] is available in the single-player campaign and in Zombies mode. It is used by PDF troops during "Time and Fate", available in the player's loadout from the beginning and is the recommended primary weapon for "Suffer With Me".<br />
<br />
[[Image:MP5A3.jpg|thumb|none|400px|Heckler & Koch MP5A3 with "tropical" (wide) forearm and stock extended - 9x19mm]]<br />
[[Image:Blops2-MP5-Menu.jpg|thumb|600px|none|MP5A3 on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-MP5-1.jpg|thumb|none|600px|Holding a hideous gold-plated abomination of an MP5, Mason is thankful that his allies have more taste than he has. Note the Aimpoint Electronic red dot sight returning from the first Black Ops which, considering the 1980s setting, this time is not anachronistic.]]<br />
[[Image:Blops2-MP5-4.jpg|thumb|none|600px|The draw animation shows the stock being extended if it has a "grip" attachment. When it doesn't, the player character performs an HK slap.]]<br />
[[Image:Blops2-MP5-2.jpg|thumb|none|600px|Having been justly beaten for his crimes, he holds a normal one during "Time and Fate." Note the fire selector is of the wrong type for an SEF trigger group and is pointed in completely the wrong direction; this appears to be a remodeled version of the ''Call of Duty 4'' MP5.]]<br />
[[Image:Blops2-MP5-3.jpg|thumb|none|600px|Reloading the MP5A3 shows the top of the magazine to be completely solid.]]<br />
<br />
=== Heckler & Koch MP5SD3 ===<br />
<br />
If fitted with a suppressor, the MP5A3, rather than mounting a standard MP5 suppressor, actually becomes an [[Heckler & Koch MP5#Heckler & Koch MP5SD|MP5SD3]].<br />
<br />
[[Image:MP5SD3.jpg|thumb|none|400px|Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]<br />
[[Image:Blops2-MP5SD-1.jpg|thumb|none|600px|Woods guns down a PDF soldier with his MP5SD3 during the US invasion of Panama in "Suffer With Me."]]<br />
[[Image:Blops2-MP5SD-2.jpg|thumb|none|600px|Reloading the MP5SD3 shows it is basically the same model as the MP5A3, including having the fire selector pointed to "this model originally had a Navy trigger group". Note the dual magazine clamp; while the concept of MP5 magazine clamps existed back in the 80s, the depicted model appears to be of fictional design.]]<br />
<br />
==Heckler & Koch MP7A1==<br />
<br />
The [[Heckler & Koch MP7A1]] is used by soldiers in "Achilles' Veil." Unlike in ''Modern Warfare 3'', its foregrip is folded by default; the Foregrip attachment unfolds it.<br />
<br />
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]<br />
[[Image:Blops2-MP7-Menu.jpg|thumb|600px|none|MP7A1 on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-MP7-2.jpg|thumb|600px|none|A rare sight of Section in third person partway through "Achilles' Veil" from Farid's perspective. Though he is armed with an MP7A1 here, when control passes to him he will end up with whatever Farid was carrying; the MP7 is not actually available for the player's loadout until ''after'' this mission.]]<br />
[[Image:Blops2-MP7-3.jpg|thumb|600px|none|The player character in multiplayer holds an MP7A1 as he examines a 12-tube RBU-6000 "Smerch-2" ASW / anti-torpedo rocket launcher on a Chinese carrier, setting for the imaginatively-named map "Carrier." The actual ''Liaoning'' mounts two of a Chinese-produced copy of the RBU-6000 for torpedo defence (as opposed to the single 10-tube UDAV-1 launcher of a baseline ''Kuznetsov''-class), though they are on the rear hull sponsons below the level of the main deck rather than up on the superstructure.]]<br />
[[Image:Blops2-MP7-1.jpg|thumb|600px|none|Farid reloads his own MP7A1; note that unlike ''Modern Warfare 3'' where the top of the magazine was completely solid, a bullet is visible and the magazine has actual feed lips. However, the base of the grip still has the stop tab and base of a 20-round magazine modeled as part of it.]]<br />
<br />
== IMI Uzi ==<br />
<br />
The [[Uzi]] is used by cartel and PDF troops in Nicaragua in "Time and Fate". If fitted with a grip attachment, the weapon will visibly gain a stock, which is unfolded during the weapon's draw animation. Without that attachment, the charging handle is pulled instead, with a right-side view of the weapon showing that it incorrectly fires from a closed bolt instead of an open one.<br />
<br />
[[Image:Uzi.jpg|thumb|400px|none|IMI Uzi with buttstock collapsed - 9x19mm]]<br />
[[Image:Blops2-Uzi-Menu.jpg|thumb|600px|none|Uzi on the singleplayer weapon select menu. While this icon shows it with the stock, the Uzi in-game only gains one (unfolded) with the Grip attachment.]]<br />
[[Image:Blops2-Uzi-1.jpg|thumb|600px|none|Mason uses THE NUMBERS to determine that the "grip" accessory on this Uzi is a rare shoulder-grip and unfolds it as he draws it. Note this is apparently an "IZI" SMG, and quite clearly based on a civilian non-NFA weapon since it has the words "semi auto" printed on the receiver.]]<br />
<br />
==Jianshe 9mm==<br />
<br />
A modified [[QCW-05#CS/LS2|Jianshe 9mm]] is called the "Chicom CQB". By default, it is equipped with a carry handle iron sight with a built-in, unusable tactical light similar to the one on the [[Magpul FMG-9]] in ''Modern Warfare 3''. The carrying handle is removed when alternate sights are used.<br />
<br />
It erroneously fires in three-round bursts by default in multiplayer and Zombies (at a very high fire rate of 1250 RPM, equal to that of the Skorpion Evo 3's full-auto rate), though the correct fully-automatic mode is selectable with the "Select Fire" attachment. A JS 9mm with a reflex sight is the eighth weapon tier in Gun Game.<br />
<br />
[[Image:JS05.jpg|thumb|400px|none|Jianshe 9mm - 9x19mm]]<br />
[[Image:MagpulFMG-9.jpg|thumb|none|400px|Magpul FMG-9 in open form - 9x19mm. Note carry handle with tactical light.]]<br />
[[Image:Blops2-Type5-Menu.jpg|thumb|600px|none|JS 9mm on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-Type5-1.jpg|thumb|none|600px|Infiltrating a high-tech secret facility, Section pauses to fire his JS 9mm at a particularly vicious looking desk.]]<br />
<br />
==MP40==<br />
The [[MP40]] returns previous CoD games in the Zombies map "Origins" from the "Apocalypse" DLC with slightly more ammo and rate of fire with an inflated price of 1300, though a special version with the "Adjustable Stock" can be found in the Mystery Box. The model appears to be re-used from Call of Duty 3 over the model seen in World at War and Black Ops I.<br />
[[Image:MP40.jpg|thumb|none|400px|MP40 - 9x19mm]]<br />
[[Image:Blackops2-mp40-idle.jpg|thumb|none|600px|The MP40 in first person, held by Nikolai. As in ''World at War'' and ''Black Ops'', the character grips it by the magazine well.]]<br />
[[Image:Blackops2-mp40-reload1.jpg|thumb|none|600px|Reloading the MP40 as a giant dieselpunk robot approaches. Releasing the old magazine.]]<br />
[[Image:Blackops2-mp40-reload2.jpg|thumb|none|600px|Pulling the charging handle.]]<br />
<br />
== MSMC ==<br />
<br />
The [[Modern Sub Machine Carbine]] is used by Cordis Die mercenaries, and is particularly common in the mission "Fallen Angel." In multiplayer it does the most damage at close range of any weapon in its class; it and the PDW-57 are the only SMGs capable of a 3-hit kill at close range. This power comes at the cost of a low rate of fire and small magazine. An MSMC fitted with a foregrip is used as the sixth weapon tier in Gun Game.<br />
<br />
[[Image:MSMC SMG.jpg|thumb|400px|none|Modern Sub Machine Carbine - 5.56×30mm MINSAS]]<br />
[[Image:Blops2-MSMC-Menu.jpg|thumb|600px|none|MSMC on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-MSMC-1.jpg|thumb|none|600px|Mason fires an MSMC with tigerstripe camo at the start of "Old Wounds."]]<br />
[[Image:Blops2-MSMC-2.jpg|thumb|none|600px|In a more appropriate time period, Section reloads his own MSMC, fitted with the "Millimetre Scanner" ("MMS") and the Foregrip attachment, a Magpul Rail Vertical Grip. Despite the Uzi rendering the Grip attachment as unfolding its stock, the MSMC's stock remains permanently collapsed in favor of an actual grip.]]<br />
<br />
=="PDW-57"==<br />
<br />
This fictional submachine gun bears a strong resemblance to the [[FN P90 TR]], and is probably intended to represent a "futurised" version of it. It uses a very similar polycarbonate box magazine, but rather than being inserted from the top of the weapon it pivots at the front and swings out the the left-hand side. It has a Spider's Tactical Barking Spider 2 muzzle brake. Unlike the P90, the PDW-57 has a rather restrained rate of fire. Like the MSMC, in multiplayer it features high power offset by a low rate of fire.<br />
<br />
During development, the PDW-57 took the form of an [[AR-57]].<br />
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]<br />
[[Image:P90 Magazine.jpg|thumb|none|400px|P90 magazine, showing the spiral feed ramp.]]<br />
[[Image:Blops2-PDW-Menu.jpg|thumb|600px|none|"PDW-57" on the singleplayer weapon select menu. Note the Spider's Tactical Barking Spider 2 muzzle brake. A collapsing stock is also visible, though like the MSMC it is never extended. The Grip attachment also does not visually modify the gun in anyway, presumably due to having a P90-style foregrip by default.]]<br />
[[Image:Blops2-PDW-1.jpg|thumb|none|600px|Section reloads his PDW-57. Note the bases of rounds in the polycarbonate magazine are shown on both sides, indicating some magical double-sided multi-round feed ramp is in use.]]<br />
<br />
== "Peacekeeper" ==<br />
<br />
The "Peacekeeper" SMG is a fictional weapon exclusive to the "Revolution" DLC, and can only be used in multiplayer. It appears to take some design cues from the [[AAC Honey Badger]], and is equipped with an angled front grip and a tiny, rather useless-looking side-folding stock. The markings on the weapon state that it fires the FN Herstal 5.7x28mm round, meaning it is either an SMG patterned after a carbine rifle, or is the SMG variant of an assault rifle like the [[Colt 9mm SMG]]; in any case, it is presented as a submachine gun with accuracy and range closer to the larger assault rifles.<br />
<br />
[[Image:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger with magazine removed - 7.62x35mm]]<br />
[[Image:Peacekeeper.jpg|thumb|none|600px|"Peacekeeper" compact carbine pre-release image. Note that bad old habits had apparently returned and the safety is on.]]<br />
[[Image:Blops2-Peacekeeper-HUD.jpg|thumb|none|600px|Final model of the "Peacekeeper".]]<br />
[[Image:Blops2-Peacekeeper-1.jpg|thumb|none|600px|The player character in multiplayer looks out over the dam in the ''Revolution'' DLC map Hydro, holding his Peacekeeper SMG. Note the "Sea Air Land" on the receiver; seemingly this weapon is supposed to have been adopted by the US Navy SEALs.]]<br />
[[Image:Blops2-Peacekeeper-2.jpg|thumb|none|600px|Reloading an EoTech-equipped Peacekeeper; note that a round is visible in the top of the new magazine and the iron sights are folded down rather than tossed off the dam with the presence of an alternate optic. Since the early image shown above, some improvements have been made; the markings on the fire selector now show the selector position is not "safe," and the previously flimsy-looking angled foregrip is now attached to the handguard properly rather than only at the front.]]<br />
[[Image:Blops2-Peacekeeper-3.jpg|thumb|none|600px|A foregrip attachment changes the default angled foregrip to a vertical version, showing the weapon has an underbarrel rail. Even throwing money at the player character does not stop him noticing that the "fast mag" dual magazine model is empty, however. Also note that the BAD lever would prevent the player character from disassembling the gun unless removed first.]]<br />
<br />
== TDI Vector ==<br />
<br />
The "Vector K10" in the game is actually a standard [[TDI Vector]]; while the name implies it is a KRISS K10, it does not have the detachable magazine well or diagonal reversible charging handle of the K10 model, though it does have the correct extended barrel for that version.<br />
<br />
[[Image:KrissSuperV.jpg|thumb|400px|none|TDI Vector SMG - .45 ACP]]<br />
[[Image:K102.jpg|thumb|400px|none|KRISS K10 - .45 ACP / 9x19mm Para / .40 S&W. Note differences in the magazine well, flat-sided upper and lack of pins.]]<br />
[[Image:Blops2-Vector-Menu.jpg|thumb|600px|none|TDI Vector on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-Vector-1.jpg|thumb|600px|none|Section holds a TDI Vector equipped with a reflex sight as he makes his way through the important Wooden Crate Storage Area of the USS ''Obama''.]]<br />
[[Image:Blops2-Vector-2.jpg|thumb|600px|none|Reloading the Vector; ".45 ACP" can be seen just under the ammo counter, while at the muzzle is the trademark of totally-not-made-up gun company "Buster Arms".]]<br />
<br />
==Thompson M1921AC==<br />
A [[Thompson M1921AC]] is introduced in the "Mob of the Dead" Zombies map for the Uprising DLC, and can be found on the wall in the dock area of that map, later found in the Mystery Box in Origins. The game calls it the "M1927," presumably intending it to be an M1927 rebuilt with an M1921 full-auto trigger group, but since the in-game weapon's receiver markings identify it as a Colt-produced M1921 there is no visual reason to say it is not one. Being in a gangster-based level, it is unsurprisingly equipped with a 50-round drum magazine.<br />
[[Image:M1921Thompson.jpg|400px|thumb|none|Colt M1921AC Thompson with 50-round drum magazine - .45 ACP]]<br />
[[Image:Blops2-M1921-Model.jpg|thumb|none|400px|The in-game M1921AC model.]]<br />
[[Image:Blops2-M1921-1.jpg|thumb|none|600px|Sal holds an M1921AC in Mob of the Dead as he witnesses the birth of the dreaded overacting zombie. Note that it is incorrectly depicted as firing from a closed bolt instead of an open one.]]<br />
[[Image:Blops2-M1921-2.jpg|thumb|none|600px|Partway through a reload, it is possible to make out the lettering on the weapon's side; aside from the weapon having no serial number, the only change is that "COLT" is changed to "CTFA".]]<br />
[[Image:Blops2-M1921-3.jpg|thumb|none|600px|Realising there are plenty more zombie wise guys who need icing, Sal quickly fetches another drum for his heater. The precise method of icing someone with a heater is a closely guarded secret of gangster physics.]]<br />
<br />
= Shotguns =<br />
<br />
== Beretta Model 682 Shotgun ==<br />
<br />
The [[Beretta 682]] returns from the first ''Black Ops'' in campaign and Zombies mode, once again named after the Rottweil Olympia Over / Under 72 shotgun. It is never found during the campaign, but can be selected from the loadout screen. It is the second weapon which changes visually when a "Long Barrel" Attachment is used; by default it has a shorter barrel than in ''Black Ops'' with only five vents in the barrel rib, while the Long Barrel has the same seven-vent rib as the ''Black Ops'' model. Strangely, all Beretta 682s in Zombies mode use the longer barrel, despite having the weapon's unmodified stats.<br />
<br />
[[Image:BM682.jpg|thumb|none|400px|Beretta Model 682 Gold E - 12 gauge]]<br />
[[File:Olympia72.jpg|thumb|none|400px|An actual Rottweil Skeet Olympia 72 - 12 gauge, for comparison]]<br />
[[Image:Blops2-BerettaShotgun-Menu.jpg|thumb|none|600px|Beretta Model 682 on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-BerettaShotgun-1.jpg|thumb|none|600px|In Zombies mode, Russman holds a Beretta Model 682 as he fends of the aforementioned undead.]]<br />
[[Image:Blops2-BerettaShotgun-2.jpg|thumb|none|600px|Quickly discovering two rounds is ''never'' enough, he breaks his shotgun open to reload, ejecting the spent shells. Note the text on the shell indicates it is using "Spicy" 3-inch shotshells.]]<br />
[[Image:Blops2-BerettaShotgun-3.jpg|thumb|none|600px|Aiming down the front sight bead.]]<br />
<br />
== "Blundergat" ==<br />
<br />
An extremely powerful and ridiculously baroque shotgun called the "Blundergat" is a secret weapon in the "Mob of the Dead" DLC, accessible from the Mystery Box or via a convoluted method involving a series of hidden triggers which make it appear on the Warden's desk. It appears to be based very loosely on the model for the Beretta 682, but features four barrels with double hammers on each side. It is still a break-open weapon, the normally offset barrels tilting into line and a four-round speedloader being used to reload all four barrels together. The gun can also be modified beyond the standard Pack-a-Punch by building a machine to transform it into the "Acid Gat". The Acid Gat has glowing green barrels that split near the end and fires a 3-round salvo of acidic capsules.<br />
<br />
[[Image:BM682.jpg|thumb|none|400px|Beretta Model 682 Gold E - 12 gauge]]<br />
[[Image:Blops2-Blundergat-Menu-Icon.jpg|thumb|none|400px|The "Blundergat" in the game.]]<br />
[[Image:Blops2-Blundergat-1.jpg|thumb|none|600px|Billy holds the "Blundergat" as he wonders when he accidentally started playing ''Painkiller''.]]<br />
[[Image:Blops2-Blundergat-2.jpg|thumb|none|600px|Weasel reloads his "Blundergat;" note the rear sections of the barrels falling away, these are actually part of the speedloader.]]<br />
[[Image:Blops2-Blundergat-3.jpg|thumb|none|600px|With the lower barrels swung into line with the upper ones, he then brings in a new speedloader. The casings for this weapon appear to be combustable, since they are not present when it is reloaded.]]<br />
[[Image:Blops2-Blundergat-4.jpg|thumb|none|600px|The rear part of the speedloader is then detached, leaving the shells and their covers in place.]]<br />
[[Image:Blops2-Blundergat-5.jpg|thumb|none|600px|As the undead continue with their usual antisocial activities, Weasel gives the incredibly pointy iron sights a try.]]<br />
[[Image:Blops2-Blundergat-6.jpg|thumb|none|600px|As the survivors duel over who can acquire the silliest weapon, Weasel shows off his Blundergat, Finn admiring the impressively ridiculous trigger guard.]]<br />
<br />
== Franchi SPAS-12 ==<br />
<br />
The [[SPAS-12]] is used by the Panama Defense Force during the raid in "Time And Fate." Manuel Noriega and Raul Menendez both use it in the 1980s missions. The weapon's stock is unfolded in its menu image, absent in the viewmodel, and folded on the worldmodel. The weapon functions in semi-automatic mode with the forend in its proper forward position, but the player character will always incorrectly rack it at the end of a reload; this shouldn't be possible, because the forend is locked into this position when the weapon is set to semi-automatic. When used by Raul Menedez at the end of "Suffer With Me", the stock is unfolded and he uses it in pump-action with the forend in the rearward position.<br />
<br />
Of note is that during the brief section of "Time and Fate" where Menendez is the playable character, his SPAS-12 has a double capacity of 16 shells instead of the usual 8. Furthermore, if he fires 4 or more shells, he will reload the SPAS by flipping it off-screen and back on, the entire process taking roughly one second.<br />
<br />
[[Image:FSpas12orign.jpg|thumb|none|400px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]<br />
[[Image:Blops2-SPAS-1.jpg|thumb|none|600px|At the end of the past mission arc, Menendez is seen with a SPAS-12 with a full, unfolded stock.]]<br />
[[Image:Blops2-SPAS-4.jpg|thumb|none|600px|Earlier, during the first part of "Time and Fate" when Menendez is the player character, the starting weapon is a SPAS-12. Menendez largely alternates between this and hitting people with a machete while shouting "arrrrgh!", and after firing beyond 3 shells he can reload the SPAS almost instantaneously, apparently just by being really angry at it.]]<br />
[[Image:Blops2-SPAS-2.jpg|thumb|none|600px|Woods holds a SPAS-12 with tiger-stripe camo during "Suffer With Me", as an MH-6 "Little Bird" lends him a helping hand.]]<br />
[[Image:Blops2-SPAS-3.jpg|thumb|none|600px|Having carelessly dropped his SPAS on the ground, Woods looks down at it and wonders why he can't see the stock when he is holding it.]]<br />
<br />
== Kel-Tec KSG ==<br />
<br />
The [[Kel-Tec KSG]] is seen in the hands of LAPD officers in "Cordis Die" and is found in the armoury of the USS ''Barack Obama''. Like in ''Modern Warfare 3'', the default reload animation still shows playable character loading all 14 shells into only one magazine tube, and there is still no animation for switching the tube selector.<br />
<br />
If the "Fast Mag" attachment is used, shells are inserted into both magazine tubes simultaneously, increasing ammo count 2 shells per animation loop instead of 1. While this does address the issue of putting 14 shells in one tube, this is mechanically impossible in a different way, since only one magazine tube can be reloaded at one time; putting the tube selector in the middle position blocks ''both'' magazine tubes from loading and feeding.<br />
<br />
The KSG fires buckshot in the campaign, and slugs in multiplayer and Zombies. Weirdly enough, green shells are inserted during a reload, but the weapon ejects red ones when firing. A KSG with the "Quickdraw" attachment appears as the 4th tier weapon in Gun Game.<br />
<br />
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]<br />
[[Image:Blops2-KSG-1.jpg|thumb|none|600px|Section holds a KSG equipped with a suppressor as he makes his way aboard a massive floating city called Colossus.]]<br />
[[Image:Blops2-KSG-2.jpg|thumb|none|600px|Reloading the KSG two at a time.]]<br />
<br />
== Remington 870 ==<br />
<br />
A custom tactical configuration of the [[Remington Model 870]] is referred to as the "R870 MCS" in singleplayer and "Remington 870 MCS" in multiplayer, and is shown with a RIS mount on the receiver which includes aftermarket sights and a spare shell holder on the left and a two-round one on the right. it also sports a Surefire weaponlight forend, an M4-type stock with a Magpul-style pistol grip, and a stand-off muzzle device for breaching purposes. It is not actually an MCS model as it does not have any of features of the 870 MCS, mainly its distinctive forend. <br />
<br />
With the "Fast Mags" attachment, the user shoves in two shells per motion when reloading, doubling the reload speed.<br />
[[Image:Rem870M4.jpg|thumb|none|400px|Remington 870 fitted with a pistol grip, Surefire weaponlight forend, and M4-type stock - 12 gauge]]<br />
[[Image:Remington_870MCS.jpg|thumb|none|400px|An actual Remington 870 MCS for comparison - 12 gauge]]<br />
[[Image:Blops2-870MCS-1.jpg|thumb|none|600px|Section holds a custom Remington 870 as he gets ready to repel a PMC attack on the USS ''Barack Obama''. Note that the two green shells are labelled as door-breaching rounds and are upside-down; this is sometimes done by real-life tactical shotgun users to identify special rounds.]]<br />
<br />
== Saiga 12K ==<br />
<br />
The [[Saiga 12|Saiga 12K]] is available from the beginning for 2025 missions. It is modelled with a left-handed ejection port and charging handle, a Magpul MOE stock, a large stand-off muzzle device, and rails that for some reason mounts HK-style iron sights by default. When reloading from empty by default, the player character locks back the charging handle and releases it after changing the magazine; this can be done with some later-model Saigas, which feature manual bolt hold-open devices to ease reloading.<br />
<br />
[[Image:LSA Saiga 12 Signcutter cs-vlr.jpg|thumb|none|400px|LSA Saiga 12 Signcutter CS-VLR - 12 gauge]]<br />
[[Image:Blops2-Saiga-Model.jpg|thumb|none|400px|The game's Saiga 12K worldmodel (without the magazine).]]<br />
[[Image:Blops2-Saiga-1.jpg|thumb|none|600px|Section makes his way into the secret facility in "Celerium," armed with a Saiga 12K. Note the left-handed ejection port with extended charging handle and HK-style iron sights.]]<br />
[[Image:Blops2-Saiga-2.jpg|thumb|none|600px|Mason once again uses the magic of New Game Plus to have a Saiga-12 in "Time and Fate," and celebrates by reloading it. Note the enormous standoff door-breaching muzzle brake and, bizarrely, a side-mounted scope bracket. Anything actually mounted on it would interfere with its left-sided action.]]<br />
<br />
== SRM Arms M1216 ==<br />
<br />
The [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1216]] is available in the future levels; it has apparently been adopted by the US military in ''Black Ops''' universe, since sailors on the USS ''Barack Obama'' are seen using it to defend against the assault by Menendez's PMC troops. It is correctly shown as having a magazine with four 4-round tubes which must be manually rotated, but incorrectly fires each 4-round stack in full-auto mode. This is actually a feature of the SRM Arms MLE-12, prototypes of which were seen as early as 2012; it is not clear if the developers were aware of the MLE-12 or it is simply coincidence. In any case, the in-game model lacks the MLE-12's additional semi / auto selector switch on the side of the stock, rear of the pistol grip.<br />
<br />
An interesting fact to note is that when the incorrectly named "Extended Clip" is used, the magazine size is increased from 16 to 20 rounds, but the player will actually be able to fire an additional 4-round stack, despite the weapon being fitted with only four tubes. It would have been more logical to add an extra shell to each of the four tubes (even though this goes beyond the real M1216's capacity). This isn't a problem for the "Mesmerizer" Pack-a-Punch variant in Zombies mode, that fires ''6'' shells from a single tube. An M1216 with the aforementioned "Extended Clip" attachment appears as the 5th weapon tier in Gun Game.<br />
<br />
[[Image:SRM 1216.jpg|thumb|none|400px|SRM Arms Model 1216 - 12 gauge]]<br />
[[Image:Blops2-M1216-1.jpg|thumb|none|600px|Section holds an M1216 as he looks over at one of the USS ''Barack Obama's'' RIM-116 Rolling Airframe Missile launchers.]]<br />
<br />
= Assault Rifles & Battle Rifles =<br />
<br />
== AK Hybrid ==<br />
<br />
The "AK47" from the first ''Black Ops'' is available from the start of the campaign, being the same conglomerate model that features an [[AKS-74]]'s receiver and magazine, an [[AKM]]'s front sight and gas block, an [[AK-47]]'s smooth handguard, a Type II AK-47's wooden stock with mounting bracket, and a Type III AK-47's receiver-mounted rear sling loop. Soviet troops in Afghanistan use the "AK47" in "Old Wounds", despite the fact that the AK-47 had been phased out of frontline service by that time, being replaced by the [[AK-74]].<br />
<br />
[[File:Aks-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]<br />
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]<br />
[[File:AK-47 type II Part DM.jpg|thumb|none|400px|Type II AK-47 - 7.62x39mm]]<br />
[[Image:Blops2-AK-Menu.jpg|thumb|none|600px|Hybrid AK on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-AK47-1.jpg|thumb|none|600px|Mason holds a gold-plated hybrid AK as Jonas Savimbi and his men attempt to get as far away from him as possible.]]<br />
[[Image:Blops2-AK47-2.jpg|thumb|none|600px|In "Suffer With Me," Woods show less of a taste for the extravagant as he reloads his own AK, trying to figure out if it was camouflaged or just dumped in a swamp. Note that as in ''Black Ops'' there are no vent holes in the handguard and it has no flash hider.]]<br />
<br />
== AKS-74U ==<br />
<br />
The [[AKS-74U]] can be found in the past campaign levels and appears in zombies mode. It uses the same model as in ''Black Ops'' (including the slightly elongated barrel and gas tube), and is still referred to as the "AK74u" and erroneously classified as a submachine gun. It is incorrectly shown used by frontline Soviet troops in "Old Wounds," whereas in reality it was only issued to tank crews, special forces, and support units.<br />
<br />
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]<br />
[[Image:Blops2-AKS74U-Menu.jpg|thumb|600px|none|AKS-74U on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-AKS74U-1.jpg|thumb|none|600px|Mason holds an AKS-74U with a reflex sight as he makes his way through Menendez's villa complex. Note this is the same reflex sight model used by the AKS-74U in the original ''Black Ops''; being a ''Black Ops'' weapon the front sight must be sacrificed to the gods of optics.]]<br />
<br />
== AN-94 ==<br />
<br />
The [[AN-94]] assault rifle is used by PMC troops and Menendez's forces, Russia seemingly having decided to export the high-tech assault rifle by 2025; in reality, production of the AN-94 was discontinued in 2006, and it was never made available for export. It is attached with a rubber recoil buttpad on the stock, a Mission First Tactical Tekko Polymer AK-47 Integrated Rail System, and a RS Regulate AKML Gen 1 micro red dot mount, which, instead of mounting its designated Aimpoint Micro sight, mounts a rail with an aftermarket AK-style rear sight, and has a new a taller front sight to match. The weapon still retains the original, now-useless rear sight though.<br />
<br />
The weapon features a correct recoiling barrel and a 2-round burst mode, even firing the first two rounds faster in fullauto mode. The recoiling barrel incorrectly moves back when the charging handle is pulled on an empty reload, which does not happen in reality.<br />
<br />
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 - 5.45x39mm]]<br />
[[Image:Blops2-AN94-Menu.jpg|thumb|none|600px|AN-94 on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-AN94-3.jpg|thumb|none|600px|At the start of "Achilles' Veil," what appears to be a spawning bug causes many of Menendez's men to have AN-94s without magazines. While this in itself might indicate they are ceremonial, the AN-94 is not noted for being able to fire without a magazine inserted as one man in the background is currently doing. The militiaman with the missile launcher seemingly believes he is holding an RPG-7, given his hand positions.]]<br />
[[Image:Blops2-AN94-1.jpg|thumb|none|600px|Section holds a camouflaged AN-94 as he makes his way towards the enemy base in the jungle, grumbling about the weather. Due to the weapon's unique layout, the canted magazine cannot be seen in first person unless the weapon is being reloaded.]]<br />
[[Image:Blops2-AN94-2.jpg|thumb|none|600px|Reloading the AN-94 shows that effort has been made to model three-dimensional bullets in the magazine, though they appear to be 5.56x45 NATO rounds rather than 5.45x39 WP that the AN-94 actually uses. This might be explained by the fact that this is a fictional export variant in the Black Ops universe.]]<br />
<br />
== Colt USAF M16 (Colt Model 604) ==<br />
<br />
The USAF [[M16]] returns from ''Black Ops''; though it is called the "Colt M16A1", it lacks a birdcage flash hider and a forward assist, the absence most clearly visible during the pick-up animation. It still uses 20-round straight magazines with 30 rounds in them, and incorrectly has a three-round burst mode if it has the select-fire accessory. It is first available in the final 1980s level, "Suffer With Me." The weapon is rather anachronistic since by the late 1980s the majority of the US military had switched to the M16A2 model and 30 round magazines.<br />
<br />
[[Image:USAF Colt Model 604.jpg|thumb|400px|none|Colt Model 604 (USAF M16) - 5.56x45mm]]<br />
[[Image:Blops2-M16-Menu.jpg|thumb|none|600px|USAF M16 on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-M16-2.jpg|thumb|600px|none|Mason holds his M16 on Manuel Noriega, whose face has once again evaded oxycution. Note the straight 20-round magazine and lack of a foward assist.]]<br />
[[Image:Blops2-M16-1.jpg|thumb|600px|none|Woods holds an M16 equipped with an M203 grenade launcher as he is buzzed by a pair of F4 Phantoms which have forgotten to turn their engines on. As ever, the M16's iron sights have abandoned it due to mounting an optic. One point of interest is that this is Rio Hato airfield, which was actually attacked not by F-4s (which do not appear to have participated in Operation Just Cause at all) but a pair of F-117s, in the aircraft's first combat deployment.]]<br />
[[Image:Blops2-M16-4.jpg|thumb|600px|none|Woods reloads his M16; note both the taped magazines are empty. This weapon, the recommended one for this mission, is fitted with a 1975-vintage Aimpoint Mark II (aka Aimpoint Electronic), the world's first smallarm reflex sight, though the text on the optic actually says it is an "Armpoint" sight.]]<br />
[[Image:Blops2-M16-3.jpg|thumb|600px|none|Woods draws his M16 at the start of the mission; note the lack of a forward assist, showing this is not an M16A1, and that even the flip-up sight for the M203 has abandoned him.]]<br />
<br />
== DSA SA58 Para Elite Compact ==<br />
<br />
The [[FN FAL#DSA SA58 Para Elite Compact|DSA SA58 Para Elite Compact]] is available as the "FAL OSW" for the 2025 missions. In singleplayer it is fully automatic by default, whereas in multiplayer it defaults to semi-auto. It has an ACE M4 SOCOM stock.<br />
<br />
[[Image:SA58ParaElite.jpg|thumb|400px|none|DSA SA58 Para Elite Compact with magazine removed - 7.62x51mm NATO]]<br />
[[Image:Blops2-SA58-Menu.jpg|thumb|600px|none|SA58 Para Elite Compact on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-SA58-1.jpg|thumb|600px|none|Section holds an SA58 Para Elite Compact equipped with a Leupold HAMR scope and a suppressor as he looks over an X95 Flattop.]]<br />
[[Image:Blops2-SA58-2.jpg|thumb|600px|none|The reload procedure is similar to the speed reload technique used in ''Modern Warfare 2'', but with one key difference: the user's right index finger actuates the magazine release lever, and the magazine held in the left hand is only used to knock the old magazine away. As in MW2, the old magazine will always have visible rounds in the top even if it was empty.]]<br />
<br />
== FN FAL G Series ==<br />
<br />
The [[FN FAL]] is the same G Series model from the original ''Black Ops''. It is available from the first mission onwards. As with the DSA SA58, its multiplayer incarnation (used in Zombies mode) is semi-automatic by default, while the singleplayer version defaults to fully-automatic, which is incorrect since the G Series model is a civilian semi-auto only rifle.<br />
<br />
[[Image:Fn fal g series.jpg|thumb|none|400px|FN FAL "G Series" - 7.62x51mm NATO]]<br />
[[Image:Blops2-FAL-Menu.jpg|thumb|none|600px|FN FAL on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-FAL-1.jpg|thumb|none|600px|Jonas Savimbi, having discarded his Hawk MM1 due to it being insufficiently awesome, brandishes an FN FAL. Note the curious dark line on the handguard, and that the underside of the handguard is flat black as if it is always in shadow.]]<br />
[[Image:Blops2-FAL-2.jpg|thumb|none|600px|Assisting Savimbi's UNITA forces, Mason holds a camouflaged FAL.]]<br />
[[Image:Blops2-FAL-3.jpg|thumb|none|600px|Finding the camouflage less than useful, he soon ditches his old FAL for one with an M203, reloading as he attacks an enemy barge. The reload animation has been changed, with the old magazine dropped away instead of being taken away by the left hand.]]<br />
<br />
== FN SCAR-H ==<br />
<br />
An [[FN SCAR|FN SCAR-H]] is available for the 2025 missions and appears to be one of the standard rifles on the United States military. It holds 30 rounds in its 20-round magazine, or 40 if the invisible and incorrectly named "Extended Clip" is chosen.<br />
<br />
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]]<br />
[[Image:Blops2-SCARH-Menu.jpg|thumb|none|600px|SCAR-H on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-SCARH-1.jpg|thumb|none|600px|Section makes his way through a CLAW manufacturing plant in "Judgment Day," armed with a SCAR-H. As with most of the non-recycled weapons, the SCAR's iron sights are folded down when it mounts optics.]]<br />
[[Image:Blops2-SCARH-2.jpg|thumb|none|600px|Section reloads his SCAR; note the clear marking on the receiver stating it is a "SCAR 17S," the civilian semi-automatic version of the SCAR-H. As with the "HAMR", this results in it having a two-setting Safe / Fire selector.]]<br />
<br />
=="HAMR"==<br />
<br />
An [[FN SCAR-H]] with a drum magazine is one of the weapons the game classifies as light machine guns. It is incorrectly listed as the "HAMR", which is a light machine gun version of the SCAR-L entered for the USMC's IAR trials; the in-game weapon does not have the deeper handguard of that version of the rifle and is just a standard SCAR-H with a large drum magazine (which has the 75-round capacity of a 5.56mm drum: given the size, it should only hold 50 rounds if the weapon is assumed to be chambered in 7.62mm, and it is visually based on the 50-round drum used on some G8 ([[Heckler & Koch HK11]]) rifles used by the German police and military or the X-Products X-91, an American clone made primarily for the [[Heckler & Koch G3]] and [[Heckler & Koch HK91]]; the "Extended Clip" attachment raises the capacity to 100).<br />
<br />
Strangely, in Multiplayer and Zombies the weapon has a variable fire rate not unlike that of the AN-94; the first 7 shots in full-auto are fired at 937 RPM, and the rest are fired at 625 RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a mere (and consistent) 7 rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. The version in the campaign forgoes this nonsense altogether, and fires at a constant 937 RPM.<br />
<br />
[[Image:FN SCAR-H STD.jpg|thumb|none|400px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]<br />
[[Image:FN HAMR.jpg|thumb|none|400px|FN HAMR IAR, for comparison - 5.56x45mm]]<br />
[[Image:Blops2-SCAR-Model.jpg|thumb|none|400px|World model of the "HAMR" (without the magazine); the viewmodel has a noticeably longer barrel. Note the wide SCAR-H magwell, and how the side of the weapon reads 7.62x51mm, which is actually correct for a SCAR-H, but not for a HAMR IAR.]]<br />
[[Image:Blops2-SCAR-1.jpg|thumb|none|600px|Fighting his way to Menendez in "Achilles' Veil", Section holds a "HAMR" with a "target finder" scope fitted.]]<br />
[[Image:Blops2-SCAR-2.jpg|thumb|none|600px|Reloading, the player character presses the magazine release and shakes the weapon downwards; the old drum apparently doesn't quite get the idea of this, and the new drum is used to knock it out of the magwell. Note that, as with the regular SCAR-H, it only has "safe" and "fire" positions on the fire selector, indicating it was based on a semi-automatic civilian SCAR variant.]]<br />
<br />
==Heckler & Koch HK416==<br />
<br />
The [[HK416]] is incorrectly listed as the "M27," which is the designation for the squad automatic weapon version used by the USMC. The in-game weapon has a standard 14.5-inch barrel rather than the 16.5-inch barrel used by the M27. The HK416 is equipped with a MagPul BAD Lever, a Raptor charging handle, and a 10.5-inch Super Modular Rail HK. The Foregrip attachment adds a SureFire M900A vertical foregrip and an unusable weapon light. An HK416 with an "MMS" sight is the 9th weapon tier in Gun Game.<br />
<br />
[[Image:HK416 14.5 Current.jpg|thumb|none|400px|Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm. This is the current production version of the HK416.]]<br />
[[Image:H&K M27 IAR.jpg|thumb|none|400px|Heckler & Koch M27 IAR - 5.56x45mm, for comparison.]]<br />
[[Image:Blops2-HK416-Model.jpg|thumb|none|400px|The game's HK416 model (without the magazine). Note the later production HK pistol grip and stock but older style front sight.]]<br />
[[Image:Blops2-HK416-menu.jpg|thumb|none|600px|HK416 on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-HK416-2.jpg|thumb|none|600px|Section holds his HK416 as his pet robot deals with some strange men rappelling into an underground complex in a manner best not thought about, glad they will not be able to make horrible puns about his BAD Lever, which is never used, as apparently the hold open device is broken and the user opts to use the charging handle on empty reloads (unless the gun is equipped with "fast mags", then the user will use the bolt release like a standard ping pong paddle, and not take advantage of the BAD lever).]]<br />
[[Image:Blops2-HK416-1.jpg|thumb|none|600px|Reloading the HK416 shows the fire selector pointed to...Auto? What sorcery is this?]]<br />
[[Image:Blops2-HK416-3.jpg|thumb|none|600px|During the draw animation the player character quickly racks the custom charging handle twice, apparently checking to make sure the weapon is both chambered and cycling correctly; the second pull ejects a single round without actually subtracting one from the magazine, though the "Fast Hands" perk (which speeds up the animation) causes it to glitch out and fail to eject a bullet.]]<br />
<br />
== Heckler & Koch XM8 ==<br />
<br />
The "M8A1" appears to be a "futurised" [[Heckler & Koch XM8]] with a short handguard and a thick carrying handle. It has a railed carrying handle and a railed handguard with rail covers, rather than the PCAP accessory system used by the US XM8. In real life this configuration is used on Malaysian XM8s, though given the series' common use of Airsoft weapons as references it is far more likely this was based on a rail-equipped Airsoft gun. It also has an incorrect G36-style magazine well. It has a 32 round capacity, incorrect for any currently produced XM8/G36 magazine. The "M8A1" designation suggests it has been adopted by the US military and Yemeni Army as a standard weapon, and is used by both American soldiers and PMC troops. In multiplayer and Zombies modes, it fires 4-round bursts by default, something not present on the real XM8. An "M8A1" with an EOtech sight is used as the tenth weapon tier in Gun Game.<br />
<br />
[[Image:Xm8 rightmed.jpg|thumb|400px|none|Older version of Heckler & Koch XM8 - 5.56x45mm]]<br />
[[Image:XM8-Malaysia.jpg|thumb|none|400px|Heckler & Koch XM8 R for reference's sake - 5.56x45mm.]]<br />
[[Image:HKG36KR.jpg|thumb|none|400px|Heckler & Koch G36KV with rail top carry handle - 5.56x45mm.]]<br />
[[Image:Black Ops II props.JPG|thumb|none|600px|Props used in the live action trailers, the "M8A1" on top.]]<br />
[[Image:Black Ops II props 2.JPG|thumb|none|600px|Top view of the "M8A1" prop showing that the carry handle is actually attached on top of a rail, it is hollow from the inside and lacks the rear sight featured in game.]]<br />
[[Image:Blops2-XM8-Menu.jpg|thumb|none|600px|XM8 on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-XM8-3.jpg|thumb|none|600px|Harper holds his XM8 at the start of "Cordis Die" as Section lies in a heap in a crashed Cougar MRAP.]]<br />
[[Image:Blops2-XM8-1.jpg|thumb|none|600px|Section holds an XM8 with Leupold HAMR optic as he encounters a truly surreal scene. Note that this weapon was apparently made by "KHK Germany". The NWU Type I uniform worn by the US Navy Sailors in this mission was in service when the game was developed and released, but the US Navy has since officially replaced it with the temperate-styled NWU Type III from 2016-2019, making the uniforms seen in-game an unintended anachronism.]]<br />
[[Image:Blops2-XM8-2.jpg|thumb|none|600px|Out on the deck and trying to forget the horrors he has just witnessed, Section reloads his XM8. Note the XM8 model in game uses the older "duckbill" open-front flash hider rather than the "birdcage" used by later XM8 prototypes.]]<br />
<br />
== IMI Galil ARM ==<br />
<br />
A slightly modified version of the [[IMI Galil ARM]] model from the original ''[[Call of Duty: Black Ops]]'' is available in the past levels; it no longer has a carry handle, though it still has the attachment point for one. The reload animation is changed; the basic reload motions are now more similar to the AK-type rifles, and the cocking animation is now done with the left hand instead of the right.<br />
<br />
[[Image:Galil.jpg|thumb|400px|none|IMI Galil ARM - 5.56x45mm]]<br />
[[Image:Blops2-Galil-Menu.jpg|thumb|600px|none|The Galil ARM on the singleplayer weapon selection menu.]]<br />
[[Image:Blops2-Galil-1.jpg|thumb|600px|none|Out and about in Afghanistan, Alex Mason holds a Galil as he examines a colt. Note that, as ever, adding a sight requires the removal of the ones that were already there, regardless of the amount of hacksawing that doing so would require.]]<br />
<br />
== IWI X95 Flattop ==<br />
<br />
The [[IWI X95 Flattop]], an improved variant of the [[MTAR-21]], appears in the game as the "MTAR". In Zombies mode Marlton identifies the weapon as an X95L variant, but the in-game model has a straight rail which is raised above the handguard, not a two-step rail like the L model. It is equipped with an MFI Sig MAD front sight.<br />
<br />
[[Image:IWI X95 Flattop.jpg|thumb|none|400px|IWI X95 Flattop with various accessories - 5.56x45mm]]<br />
[[Image:Blops2-TAR-Menu.jpg|thumb|none|600px|IWI X95 Flattop on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-TAR-1.jpg|thumb|none|600px|Making his way through a flooded slum in Pakistan, Section reloads his X95 Flattop, equipped with a Magpul Rail Vertical Grip, Leupold HAMR dual optic and laser pointer.]]<br />
<br />
== M14 Rifle ==<br />
<br />
The [[M14 Rifle]] from ''Black Ops'' reappears in Zombies mode, this time with a synthetic black finish instead of wooden furniture. Once again, the in-game model has a pistol grip and folding vertical grip like the M14E2 light machine gun. It is typically one of the first weapons available in a Zombies map, and is effective for a surprisingly long time due to its high accuracy and damage, despite only holding 8 rounds in its 20-round magazine.<br />
<br />
[[Image:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]<br />
[[Image:M14E2SAW.jpg|thumb|none|400px|M14E2 Light Machine Gun - 7.62x51mm NATO]]<br />
[[Image:Blops2-M14-1.jpg|thumb|none|600px|The player character in Zombies mode picks up an M14, filling in its outline on the wall. Note that as in ''Black Ops'' it has a pistol grip, though it no longer has a bipod.]]<br />
[[Image:Blops2-M14-3.jpg|thumb|none|600px|Weasel holds an M14 as he ponders what passes for normality in Zombies mode.]]<br />
[[Image:Blops2-M14-2.jpg|thumb|none|600px|Reloading the M14; as in ''Black Ops'', the pistol grip appears to have been added so that the reloading animation from ''Modern Warfare 2's'' Mk 14 Mod 1 EBR could be recycled for this weapon.]]<br />
<br />
=="SMR"==<br />
<br />
A fictional bullpup battle rifle called the "SMR" is a common weapon among enemy soldiers in the future levels. The weapon is based on the [[Saritch]] design concept, and is presumably supposed to represent a military version of it. This is supported by the fact that the game files and [https://youtu.be/q0i-cwB2Pi0 pre-Alpha builds] of ''Black Ops II'' refer to it as the "Saritch", and it is even directly modeled after the Saritch in the pre-alpha builds.<br />
<br />
In singleplayer it is a slow full-auto rifle by default, while in multiplayer it is semi-automatic unless the select-fire "attachment" is added; the real Saritch was only ever mocked up as a semi-auto, though the designer did consider a select-fire military variant. An SMR fitted with an ACOG sight is the 11th weapon tier in Gun Game.<br />
<br />
[[Image:Saritch 308.jpg|thumb|none|400px|Saritch design concept - 7.62x51mm NATO (non-functional)]]<br />
[[Image:Blops2-SMR-menu.jpg|thumb|none|600px|"SMR" on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-SMR-1.jpg|thumb|none|600px|Section reloads an SMR equipped with a reflex optic. Note the small EOTech logo on the side of the sight; this optic is now actually called "EOTech sight" by the game rather than using the generic "holo sight" label.]]<br />
<br />
== SIG-Sauer SIG556 HOLO ==<br />
<br />
A [[SIG-Sauer SIG556|SIG-Sauer SIG556 HOLO]] with Magpul MOE stock is available late in the singleplayer campaign, and as a relatively early unlock in multiplayer. It is equipped with an MFI Sig MAD front sight and the standard rear SIG drum sight is depicted with an aiming aperture instead of the proper drum. While early footage showed it called "SIG556" (with this name still being seen in the game files), in the final game it is instead called the "SWAT-556"; however, the campaign version is referred to as "SIG556" when using the higher zoom level of the Leupold HAMR optic. It can fire in three-round bursts, or full-auto mode if the Select Fire "attachment" is equipped (reversed in singleplayer); some military/LE variants of the SIG556 do have these fire modes, but the in-game model has the semi-auto only fire selector of the civilian version.<br />
<br />
[[Image:Sig556.jpg|thumb|none|400px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]<br />
[[Image:Blops2-SIG-Menu.jpg|thumb|none|600px|SIG556 HOLO on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-SIG-1.jpg|thumb|none|600px|Section holds a SIG556 HOLO with a white ACOG optic (based on Trijicon ACOG 6x48 Machine Gun Scope) at the start of "Fallen Angel;" note that like the SCARs it only has "Safe" and "Fire" settings on its fire selector.]]<br />
[[Image:Blops2-SIG-2.jpg|thumb|none|600px|Reloading shows off the M320 grenade launcher mounted under the handguard, but also the rather worrying fact that the player model does not actually have a rear grip.]]<br />
<br />
==Sturmgewehr 44==<br />
The [[Sturmgewehr 44]] returns from the previous games, but this time having an impressive fire rate of 750 RPM instead of 500-600 and a slightly increased price. It appears in the "Origins" Zombies map from the "Apocalypse" DLC. While the gun may seem anachronistic (seeing as the map takes place in 1918, while the gun was designed around 1944-45), it is explained in game that the "Mystery Box" has the power to grab weapons from multiple time periods, hence the box featuring an experimental light machine gun in a 1930's Alcatraz ''that's not even on the same plane of existence''. It can be assumed that the StG 44 (and by extension, the MP40) also appeared via this handwave.<br />
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm Kurz]]<br />
[[Image:Blops2-STG44.jpg|thumb|none|600px|Soldiers firing their StG 44s.]]<br />
<br />
=="Type 25"==<br />
<br />
The "Type 25" is a "futurised" [[QBZ-95-1]] (evidenced by the fire selector above the pistol grip), but with a trigger guard similar to that of the original QBZ-95. It is seen in the hands of Chinese troops at the end of "Fallen Angel" and during "Judgment Day".<br />
<br />
[[Image:Norinco QBZ95-1.jpg|thumb|none|400px|Norinco QBZ-95-1 - 5.8x42mm]]<br />
[[Image:Type95-1.jpg|thumb|none|400px|Norinco QBZ-95 - 5.8x42mm]]<br />
[[Image:Blops2-Type25-Menu.jpg|thumb|none|600px|"Type 25" on the singleplayer weapon select menu.]]<br />
[[Image:Blops2-Type25-1.jpg|thumb|none|600px|Section holds a "Type 25" as he rescues a man who is apparently not important enough for his name to merit a capital letter.]]<br />
<br />
= Sniper Rifles =<br />
<br />
==Barrett M107==<br />
<br />
The [[Barrett M107]] model used in ''Modern Warfare 3'', incorrectly referred to as the "Barrett M82A1," is available in the past and future missions, starting with the level "Time and Fate;" a key part at the end of "Suffer With Me" also involves the use of the Barrett. The normal version is identical to the one from ''MW3'', while the one with the "Variable Zoom" attachment is slightly altered with no lens covers and a raised carrying handle. As in ''MW3'', the model has ejection ports on both sides of the receiver.<br />
<br />
It is highly anachronistic for the past levels, since the M107 was not adopted until 2002. This mistake appears to have been made because Barrett have started to market the M107 under the "M82A1" name; an original M82A1 would not actually be particularly anachronistic since the A1 version was developed by 1986, though the first major order of rifles was not made until 1989.<br />
<br />
[[Image:Berrett M107.jpg|thumb|none|400px|Barrett M107 long range sniper rifle - .50 BMG]]<br />
[[Image:M82a1.jpg|thumb|none|400px|Original Barrett M82A1 - .50 BMG. Note fixed scope mount and lack of rails.]]<br />
[[Image:Blops2-M107-2.jpg|thumb|none|600px|Woods holds the unique M107 at the end of "Suffer With Me;" note that the weapon model of this variant shows the standard scope, despite the weapon using a variable zoom here.]]<br />
[[Image:Blops2-M107-1.jpg|thumb|none|600px|Mason holds his M107 with a variable zoom at the start of "Time and Fate;" note the rail extends right back to the rear sight and there is no raised scope mount, meaning this cannot be an M82A1 as the game claims or an M82A1M.]]<br />
<br />
== DSR-50 ==<br />
<br />
The [[DSR-50]] is used by enemies during the first future level, though it is not actually unlocked in the loadout menu until the last one. It is similar in power to the other heavy sniper rifles, but slower due to being bolt-action, and it has an incorrect magazine capacity of 5 rounds instead of 3. It is also available in Zombies mode, though like all sniper rifles in that mode it is mostly useless due to zombies not exactly being known for long-range combat. A DSR-50 with a variable zoom scope appears as the 15th weapon tier in Gun Game.<br />
<br />
[[Image:Dsr50.jpg|thumb|400px|none|DSR-50 - .50 BMG]]<br />
[[Image:Blops2-DSR-2.jpg|thumb|600px|none|Section holds a DSR-50 during the final level as he celebrates someone having the catastrophically bad idea of handing an orbital weapon to the first guy who picks up the controls.]]<br />
[[Image:Blops2-DSR-1.jpg|thumb|600px|none|Later, finding he can't use his satellite indoors, he reloads his DSR-50. This one is fitted with a "dual band" sight fitted to the standard scope, a ballistic computer and variable zoom (the oversized elevation turret with a large "V" on it represents this). Note the "DSR Precision" marking on the side of the weapon. The spare magazine stored in front of the pistol grip is sadly never used for anything other than holding the gun (in lieu of using the handguard).]]<br />
<br />
== FN Ballista ==<br />
<br />
The [[FN Ballista]] is a bolt-action sniper rifle available in the future levels. Among its equip options, it can be fitted with illuminated iron sights instead of the default scope; it is the only sniper rifle with such an option outside of Zombies (as the DSR-50 has a similar attachment when Pack-a-Punched). A Ballista with the aforementioned iron sights appears as the 16th weapon tier in Gun Game.<br />
<br />
[[Image:FNBallista.jpg|thumb|400px|none|FN Ballista - .338 Lapua Magnum]]<br />
[[Image:Blops2-Ballista-1.jpg|thumb|600px|none|Section holds an FN Ballista as he admires the implausibly small mounting of a drone helicopter's cannon, supposedly 40mm. Visible on the weapon's default scope are a throw lever and cant indicator.]]<br />
<br />
== "Storm PSR" ==<br />
<br />
The "Storm PSR" is a fictional three-barreled (rotatory, no less) sniper rifle based on [[Metal Storm]] technology, with the ability to queue and fire multiple rounds at a time to penetrate surfaces. This is actually a suggested capability of the Metal Storm system since it is able to make multiple rounds hit the same point, but no weapon design like the PSR currently exists and the weapon is a work of fiction.<br />
<br />
[[Image:Blops2-Storm-1.jpg|thumb|600px|none|Section holds a "Storm PSR" during the attack on downtown Los Angeles. Note the text on the receiver is "Metalstorm Multishot Rifle," meaning the "P" in "PSR" is apparently short for "M".]]<br />
[[Image:Blops2-Storm-2.jpg|thumb|600px|none|Scope of the Storm PSR; the bar to the right is the charge indicator, and the indicator immediately to the left shows the number of queued rounds and the penetration distance, up to eight metres. The red grid indicates the current target cannot be hit at the current charge level; this will be green if it can. Note that the area outside the scope is magnified just as much as the area inside.]]<br />
[[Image:Blops2-Storm-3.jpg|thumb|600px|none|Mason reloads the Storm PSR which he presumably got from the same place he got a WA2000 in the previous game. Note the three sets of ten stacked rounds in the en-bloc clip.]]<br />
<br />
== SVD Dragunov Hybrid==<br />
<br />
The [[SVD Dragunov]] appears in two past missions, "Pyrrhic Victory" and "Time and Fate". It is a modified version of the ''Black Ops'' SVD hybrid model, with a lower-profile front sight and the wooden furniture textures replaced with a grayish green texture, apparently trying to make it look more like a modernized variant with synthetic furniture. As before it uses an incorrect modern POSP scope reticle rather than a period PSO-1, and it also completely lacks a flash hider.<br />
<br />
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mm R]]<br />
[[File:Aks-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]<br />
[[Image:Blops2-SVD-1.jpg|thumb|none|600px|Mason holds his SVD as he takes a relaxing stroll through the jungle.]]<br />
[[Image:Blops2-SVD-2.jpg|thumb|none|600px|Mason reloads his SVD; note that the fire selector is in the "safe" position, and also appears to be from an AK rather than the correct one for an SVD.]]<br />
<br />
== SVU Dragunov ==<br />
<br />
The [[SVU Dragunov]] can be used in the 2025 missions, referred to as the "SVU-AS", and is effectively a high-tech counterpart to the SVD. It features a dark red, carbon fibre-effect forehand and also has a modified Leupold Mark 4 CQ/T scope incorrectly depicted with a pseudo PSO-1 reticle. It is fitted with a folded-forward Harris-style bipod instead of the correct one for an SVU/SVU-AS, and in the create-a-class menu icon it is mounted backwards and seemingly floating in the air; the icon also includes a flash suppressor. It also lacks select fire, being semi-auto only, making it an SVU. An SVU with a "Dual Band" scope appears as the 14th weapon tier in Gun Game.<br />
<br />
[[Image:Svu-a 2.jpg|thumb|400px|none|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]<br />
[[Image:Blops2-SVU-1.jpg|thumb|none|600px|Farid holds an SVU in "Achilles' Veil," equipped with a laser pointer, ballistic computer and vile camouflage. Note the HUD displaying an incorrect 12-round capacity.]]<br />
<br />
== "XPR-50" ==<br />
<br />
A semi-automatic sniper rifle chambered in .50 BMG. It bears a resemblance to the [[Barrett Model 98 Bravo]], though the latter is bolt-action rather than semi-automatic and is chambered in .338 Lapua Magnum. In the game files it is referred to as the [[Accuracy International AS50|AS50]], which is semi-auto and chambered in .50 BMG, even though it looks noticeably different from it.<br />
<br />
[[Image:Barrett M98B.jpg|thumb|none|400px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]<br />
[[Image:As50sr.jpg|thumb|none|400px|AS50 - .50 BMG, for comparison.]]<br />
[[Image:Blops2-XPR50.jpg|thumb|none|400px|The "XPR-50" in the game's menu selection.]]<br />
[[Image:Blops2-XPR50-1.jpg|thumb|none|600px|Section holds an XPR-50 as he admires one of the USS ''Barack Obama's'' complement of fictional F/A-38 fighters. Note the strange, tiny circular intakes; these apparently contain a pair of cannons.]]<br />
[[Image:Blops2-XPR50-2.jpg|thumb|none|600px|Looking out at the ''Obama's'' battlegroup using the scope of his XPR-50, Section discovers a couple of rather unusual additions; these two ships are a ''Slava''-class cruiser and a ''Nanuchka''-class corvette, both models from ''Modern Warfare 3''.]]<br />
<br />
= Machine Guns =<br />
<br />
== Handheld GE M134 Minigun ==<br />
<br />
The same handheld [[M134 Minigun]] model from ''Black Ops'' returns as an unlockable for the campaign, now simply called "minigun", as the "Death Machine" name has moved to the future version. It has a 999 round magazine with no reserve and no reloading animation, and has no iron sights; instead, the iron sight key pre-spins the weapon's barrels. The M134 is effective even against vehicles which are normally immune to gunfire. As before it has an oddly slanted overhead front grip; in "Old Wounds" while riding it can be seen that part of the grip which would normally be covered by the player character's hand is not present at all. In addition, on the PC with the FOV set to 80 the minigun model is slightly too small for the screen and blank space can frequently be seen at the bottom and right of the model as it moves. A slightly altered version of the handheld minigun model is used as a door mount on a gunship in "Achilles' Veil."<br />
<br />
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm]]<br />
[[Image:Blops2-M134HH-1.jpg|thumb|none|600px|Mason holds the old "Death Machine" M134 minigun, wondering how he can possibly combine this activity with riding a horse.]]<br />
[[Image:Blops2-M134HH-2.jpg|thumb|none|600px|The answer, of course, being to fire it one-handed. Note that the lower part of the grip, which would normally be hidden by his hand, does not actually exist.]]<br />
[[Image:Blops2-M134HH-3.jpg|thumb|none|600px|A certain decision in "Achilles' Veil" will result in a brief sequence controlling Section as he mans a VTOL's door gun. This is the "Chopper Gunner" model from ''Black Ops'' with the belt box removed, but is clearly a variant of the handheld model.]]<br />
<br />
== Handheld General Dynamics GAU-19/A ==<br />
<br />
A man-portable futuristic gatling gun based on the [[General Dynamics GAU-19/A]] is the new "Death Machine" killstreak, and can be used in the campaign by completing challenges. Like the minigun, it has no iron sights with the aim button instead pre-spinning the barrels, a 999 round magazine with no reserve and no reloading animation. It appears to use the same sound effect normally used for the A-10's GAU-8 in the modern ''Call of Duty'' games. A slightly altered version of this model is also found mounted on drone gun rigs, mostly used by Menendez's PMC troops.<br />
<br />
It is also present in the DLC "Mob of the Dead" Zombies map, where it has a 150 round magazine and a reload animation where it is simply lowered off the screen.<br />
<br />
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]<br />
[[Image:Blops2-GAU-1.jpg|thumb|none|600px|Section wields a futurised GAU-19/A as he vows to infiltrate the jungle base in the loudest manner he possibly can.]]<br />
[[Image:Blops2-GAU-2.jpg|thumb|none|600px|Meanwhile over on Alcatraz, Sal opens up on some passing zombies, ejecting a suitably impressive cloud of brass at a nearby fence.]]<br />
<br />
== LSAT Light Machine Gun ==<br />
<br />
The [[LSAT|LSAT Light Machine Gun]] is occasionally seen in the hands of US soldiers, most commonly during the new "Strike Force" missions. It appears with a digital ammunition counter beside the belt opening of the drum magazine, which is of great use while playing Hardcore multiplayer matches where the HUD is removed. The markings on the weapon refer to it as "M250," presumably indicating it has been adopted as a replacement for the M249 SAW.<br />
<br />
[[Image:LSAT.jpg|thumb|400px|none|AAI Corporation LSAT Light Machine Gun with bipod and front and rear sights removed - 5.56x45mm Caseless]]<br />
[[Image:Blops2-LSAT-1.jpg|thumb|none|600px|During a Strike Force mission, the target "high value individual" reloads her LSAT light machine gun presenting a better view of the Trijicon ACOG 6x48 Machine Gun Scope. Note that this gun was apparently made by "Hobotronics Inc."]]<br />
<br />
== M60E3 Machine Gun ==<br />
<br />
The ''Black Ops'' [[M60 machine gun|M60E3]] model is reused in the singleplayer campaign as a past weapon; as before it is very powerful, but has heavy recoil.<br />
<br />
[[Image:M60E3Short.jpg|thumb|none|400px|M60E3 with short barrel - 7.62x51mm NATO]]<br />
[[Image:Blops2-M60-1.jpg|thumb|none|600px|Mason holds an M60 as he watches one of his allies attempting to threaten a large rock. This went about as well as one would expect it to. Note that unlike the future era weapons, the cold war guns use the old Colt scope from the first game as an "ACOG".]]<br />
<br />
==Maxim MG08/15==<br />
The [[Maxim MG08/15]] appears in the Zombies map "Origins" from the "Apocalypse" DLC; as with the M712 it is rather substantially stylized, in particular featuring a rather squashed receiver, along with several purely decorative additions including a water hose that leads from the rear of the cooling jacket to the bottom of the receiver for no discernible reason. It has an excessive fire rate of 750 RPM compared to the real 450-500, and features an anti-aircraft front sight which is never properly aligned with the standard (i.e. non-anti-aircraft) rear sight. Notably, when reloading, the player character doesn't pull the belt into the action; he simply replaces the belt drum and works the charging handle, as though it were a drum magazine and not simply a round, drum-shaped belt box (a bit like the MG42 from ''[[Call of Duty: World at War]]''). There is a lip depicted on the feed tray, but there's no way it could pull the belt on its own (nevermind that the belt drum is always shown empty); the weapon also ejects disintegrating belt links, rather than using a non-disintegrating belt like the real weapon was issued with.<br />
[[File:Maxim MG08-15.jpg|thumb|none|400px|Maxim MG08/15 - 7.92x57mm Mauser]]<br />
[[File:Blops2 MG08.jpg|thumb|none|600px|Dempsey firing the MG08/15. Note that it's a bit too small, with some parts being even smaller proportionally (the belt box and bipod being visible here); the modeler was also apparently not acquainted with the purpose of the MG08/15's water jacket, seeing as they've put a bunch of holes in the front of it. The weapon is also incorrectly shown ejecting casings out of the left side here (rather than out the bottom-front of the receiver like it should); in first-person, it only ejects belt links out this side like it should (barring the "disintegrating" bit mentioned earlier), while ejected casings aren't visible at all. Then again, Dempsey is also right-handed in first-person, so this cutscene should be taken with a pinch of salt in general.]]<br />
<br />
== Mk 48 Mod 1 ==<br />
<br />
The [[FN Minimi|Mk 48 Mod 1]] is available in the 2025 levels as a light machine gun, despite technically being a medium machine gun, as it fires a full-sized rifle round rather than an intermediate one. A Mk. 48 with a Leupold HAMR optic appears as the 13th weapon tier in Gun Game.<br />
<br />
[[File:Mk48mod1.jpg|thumb|400px|none|FN Mk 48 Mod 1 - 7.62x51mm NATO]]<br />
[[Image:Blops2-Mk48-1.jpg|thumb|none|600px|Section holds a Mk 48 Mod 1 as he looks over the results of sabotaging his CLAW's Geneva Convention Module.]]<br />
[[File:BO2_Mk48_Idle.jpg|thumb|none|600px|Mason wields a Mk 48 Mod 1 in the middle of Nowhere, Afghanistan. Presumably he procured the machine gun from the same place that ''[[Call of Duty: Vanguard]]'' got the F2000.]]<br />
[[File:BO2_Mk48_ADS.jpg|thumb|none|600px|Dialing in the Mk 48's sights. Note the red stripe on the rear aperture that is slightly misaligned to the left.]]<br />
[[File:BO2_Mk48_Reload1.jpg|thumb|none|600px|Reloading the Mk 48; here can be seen seating in a new ammo pouch of fresh 7.62. The camouflage on the pouch appears to be based on the US Army's spectacularly useless Universal Camouflage Pattern, and also features a ''[[Punisher]]'' skull-esque motif sprawled on the back.]]<br />
[[File:BO2_Mk48_Reload2.jpg|thumb|none|600px|Seating in a new belt.]]<br />
[[File:BO2_Mk48_Reload3.jpg|thumb|none|600px|And with the feed cover down, working the action. The LSAT uses a slightly modified variation of this reload animation, itself reused from ''[[Modern Warfare 3]]''.]]<br />
<br />
== Norinco QJB-95-1 ==<br />
<br />
A Norinco [[QJB-95-1]] is available as the "QBB LSW". It has been "futurized" in the same manner as the QBZ-95-1 (i.e. bulkier furniture), and has the trigger guard of the [[QBZ-95]]. It also has a left-handed projection on its charging handle; the player character operates this by taking their hand off the grip. A QJB-95-1 with a fictional "Target Finder" sight appears as the 12th weapon tier in Gun Game.<br />
<br />
The name "QBB" is a misnomer for the QJB-95 that is often misreported on the internet.<br />
<br />
[[File:QBB95-1.jpg|thumb|none|400px|QJB-95-1 - 5.8x42mm]]<br />
[[File:Type95-1.jpg|thumb|none|400px|Norinco QBZ-95 - 5.8x42mm. Image used to show the trigger guard.]]<br />
[[File:Blops2-QBB95-1.jpg|thumb|none|600px|Section holds a QJB-95-1 with a laser pointer in "Celerium" as he makes his way through a high-tech factory hidden in the jungle.]]<br />
<br />
== RPD light machine gun ==<br />
<br />
The [[RPD]] is available from the beginning of the game, and can be picked up from the Mystery Box in Zombies mode. In singleplayer it is used by Soviet troops in Afghanistan, at a time when it would have been replaced by the PKM and the RPK-74. It is also seen during the US invasion of Panama in "Suffer With Me."<br />
<br />
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD Light Machine Gun - 7.62x39mm]]<br />
[[Image:Blops2-RPD-1.jpg|thumb|none|600px|Mason holds a camouflaged RPD as Savimbi's troops storm to victory during the first section of "Pyrrhic Victory." The RPD model is lifted from ''Modern Warfare 2'', hence the presence of an accessory rail in a level set in the 1980s; Mil-STD-1913, the standard for Picatinny rails, did not exist until 1995.]]<br />
[[Image:Blops2-RPD-2.jpg|thumb|none|600px|Taking a look at a weapon crate, he finds an unpleasantly camouflaged RPD with a foregrip; strangely, using this attachment switches the handguard on the model to one that appears to be based on that of the Romanian [[AIM]] AK clone.]]<br />
<br />
= Launchers =<br />
<br />
==Airtronic RPG-7==<br />
The [[Airtronic RPG-7]] appears in the future levels as the "futurised" version of the normal RPG-7 used in the past ones. It is simply called "RPG", and it is fitted with a futuristic warhead seemingly based on the one from ''[[Avengers,_The_(2012)#Airtronic_RPG-7|The Avengers]]''. An Airtronic RPG-7 appears as the 18th weapon tier in Gun Game.<br />
<br />
[[Image:Airtronic RPG7.jpg|thumb|none|400px|Airtronic RPG-7 - 40mm]]<br />
[[Image:AvengersAirtronic.jpg|thumb|none|400px|The Avengers AirTronic RPG-7 custom warhead.]]<br />
[[Image:Blops2-FutureRPG-Model.jpg|thumb|none|400px|The in-game Airtronic RPG-7 model (without the rocket).]]<br />
[[Image:Blops2-FutureRPG-1.jpg|thumb|none|600px|One-off character Farid holds the Airtronic RPG-7. Note that like other rocket launchers it uses the crosshair from the original ''Call of Duty's'' MG42, an art asset that was nine years old when the game came out.]]<br />
<br />
==FIM-92 Stinger==<br />
<br />
The [[FIM-92 Stinger]] can be unlocked on the loadout screen and is available during the mission in Afghanistan. It is ''very'' inaccurately portrayed as a dual-mode anti-tank / anti-aircraft missile launcher, with an RPG-7 iron sight placed on the folding sight. In anti-tank mode the round can be manually detonated by pressing fire again, while in anti-air mode the weapon will not fire without a lock on. The maximum capacity is twenty launchers, and Stingers are meant to be used as a main weapon throughout "Old Wounds."<br />
<br />
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger - 70mm]]<br />
[[Image:Blops2-Stinger-1.jpg|thumb|none|600px|Alex Mason holds his mutant Stinger as he ponders why anyone would do such a cruel and silly thing to an innocent missile launcher.]]<br />
[[Image:Blops2-Stinger-2.jpg|thumb|none|600px|With the real sight folded down, this RPG-7 sight is used instead, allowing the missile to be fired directly.]]<br />
[[Image:Blop2-Stinger-3.jpg|thumb|none|600px|Seemingly nobody has told the Stinger it is supposed to be a flimsy metal tube, since it is quite capable of destroying Soviet tanks with a single shot.]]<br />
[[Image:Blops2-Stinger-4.jpg|thumb|none|600px|Common sense finally prevails as Mason folds the real sight up; this switches the weapon to lock-on mode.]]<br />
[[Image:Blops2-Stinger-6.jpg|thumb|none|600px|This uses the same reticle as in previous games; unlike ''Modern Warfare 3'' there is no green target box, and ''Black Ops II's'' more dramatic score frequently drowns out the launcher's lock-on tone.]]<br />
[[Image:Blops2-Stinger-5.jpg|thumb|none|600px|The launcher proves as effective as it is in any ''Call of Duty'' game.]]<br />
<br />
=="FHJ-18 AA"==<br />
<br />
A fictional anti-air launcher, appearing to be a "futurised" [[FIM-92 Stinger]], is available for the 2025 missions and in multiplayer. In multiplayer it can lock on to aircraft and vehicles, while in singleplayer it is only able to lock on to targets which are valid for the Stinger's anti-air mode. It is never found in the campaign, but can be unlocked; however, given its limited range of targets, it is never particularly useful. It is seen being used by Menendez's forces and Menendez himself during "Achilles' Veil". Interestingly enough, it is named similarly to the Chinese [[FHJ-84]] double-barreled rocket launcher, despite functioning far differently from it.<br />
<br />
[[Image:Blops2-FHJ18AA-Model.jpg|thumb|none|400px|The in-game "FHJ-18 AA" model.]]<br />
[[Image:Blops2-Fictionallauncher-2.jpg|thumb|none|600px|Menendez holds a spent "FHJ-18 AA" in "Achilles' Veil" after firing the weapon at an American VTOL.]]<br />
[[Image:Blops2-Fakelauncher-1.jpg|thumb|600px|none|Mason holds an "FHJ-18 AA" as he curses getting the future's least useful weapon in the magical time travel crate.]]<br />
[[File:BO2_FHJ18_Idle.jpg|thumb|600px|none|On the other hand, Section is faced with the only valid target for the FHJ-18 in the 2025 era.]]<br />
[[File:BO2_FHJ18_ADS.jpg|thumb|600px|none|Targeting the "MQ Drone". As far as valid targets go, the FHJ-18 can only lock onto MiG-23 fighter-bombers, Mi-35M/24P franken-Hind and Mi-17 Hip helicopters in the level "Old Wounds", as well as the aforementioned drone in the level "Fallen Angel". It cannot lock onto quadrotor drones, and for some reason, the franken-Hind that appears in the opening level "Pyrrhic Victory". Additionally, despite being able to lock onto ground assets such as the sentry gun in multiplayer, it is incapable of doing so in the campaign.]]<br />
[[File:BO2_FHJ18_ADS_MiG23.jpg|thumb|600px|none|And zeroing in on the MiG-23; the speed of the jet makes it incredibly difficult to acquire lock and essentially impossible to land direct hits on, as the MiG will immediately despawn after it has passed over the map. The FIM-92 Stinger also has the same range of targets in its anti-aircraft mode, but the targeting circles on the FHJ-18's optics makes the validity of said targets more apparent.]]<br />
<br />
== GP-30 Grenade Launcher ==<br />
<br />
[[GP-series grenade launcher#GP-30|GP-30 grenade launcher]]s are mounted on Russian weapons equipped with launchers in both the past and future levels; the GP30 is also used by the Galil. The player model no longer has a quadrant sight at all, but is the same model as used in previous games. The in-world model, however, still has its right-mounted quadrant sight. As in previous games, the reload animation includes an incorrect flick of the launcher to eject a spent casing, despite that VOG grenades are built like mortar rounds and are ejected from the launcher in their entirety.<br />
<br />
[[Image:GP-30.jpg|thumb|none|400px|GP-30 - 40mm]]<br />
[[Image:Blops2-GP30-1.jpg|thumb|none|600px|Section reloads the GP-30 mounted under his AN-94. Like in ''Black Ops'' (and unlike the entire ''Modern Warfare'' series), a VOG-25 grenade is correctly used (though modeled somewhat poorly, being quite clearly the Western 40mm round model modified to approximate the shape of a VOG grenade). The reload animation still includes a flick of the launcher to eject a spent casing that should not exist, and this "casing" uses the same model as the live grenade.]]<br />
[[Image:Blops2-GP30-2.jpg|thumb|none|600px|Mason takes a close look at the GP30 attached to a PDF soldier's Galil; unlike the player model, this still has a right-mounted quadrant sight.]]<br />
<br />
==Hawk MM1 grenade launcher==<br />
<br />
The [[Hawk MM1 grenade launcher]] is held by Jonas Savimbi during the first mission as he rides on a Buffel armored truck, and can be unlocked on the loadout screen by completing challenges. It features a capacity of 24 grenades, double of the real 12, and has no iron sights; the screen simply zooms in when the aim button is pressed. Its grenades are also not affected by gravity, acting more like rockets. The contents of the cylinder are ejected on-screen, but afterwards the weapon is reloaded off-screen.<br />
<br />
[[Image:MM1.jpg|thumb|400px|none|MM1 grenade launcher - 40mm]]<br />
[[Image:Blops2-MM1-6.jpg|thumb|none|600px|At the start of the first mission, "Pyrrhic Victory," a UNITA fighter hands Jonas Savimbi his Hawk MM1 grenade launcher.]] <br />
[[Image:Blops2-MM1-1.jpg|thumb|none|600px|Savimbi brandishes his Hawk MM1 dramatically as he rides into battle.]]<br />
[[Image:Blops2-MM1-2.jpg|thumb|none|600px|Amusingly, on trying to fire his MM1 for the first time, Savimbi finds it does not actually work and immediately discards it.]]<br />
[[Image:Blops2-MM1-3.jpg|thumb|none|600px|One-off player character Woods holds a Hawk MM1 at the start of "Suffer With Me."]]<br />
[[Image:Blops2-MM1-4.jpg|thumb|none|600px|His enemies soon discover he takes the level's name very literally.]]<br />
[[Image:Blops2-MM1-5.jpg|thumb|none|600px|Reloading the MM1: the player character snaps the launcher open, tips out the entire contents of the cylinder, then drops it below the bottom of the screen. There is no actual animation for inserting the new rounds, and it is bought back up closed and fully loaded.]]<br />
<br />
== Heckler & Koch M320 ==<br />
<br />
Most of the future assault rifles will mount [[Heckler & Koch M320]] grenade launchers if a grenade launcher accessory is selected. Unlike the M203, reloading the M320 shows that the ejected casing does have its own model, instead of having a full 40mm grenade standing in for the casing.<br />
<br />
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler & Koch M320 with optional telescoping stock - 40x46mm]]<br />
[[Image:Blops2-M320-1.jpg|thumb|none|600px|Section reloads his SIG556, showing off the M320 grenade launcher mounted under the barrel. Note that the white indicator on the fire selector is pointed in completely the wrong direction.]]<br />
<br />
== M203 Grenade Launcher ==<br />
<br />
The [[M203 grenade launcher]] used in this game, unlike most previous entries in the series, has neither a rail attachment point or a removed trigger guard, meaning it is not based on an Airsoft imitation. It is the same model from the first ''Black Ops''. Like all M203 grenade launchers in the COD series, there is no model for a spent casing, and so on reloading an unfired grenade round is dumped out of the launcher.<br />
<br />
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]<br />
[[Image:Blops2-M203-1.jpg|thumb|none|600px|Mason reloads an FN FAL equipped with an M203 grenade launcher.]]<br />
<br />
=="M360"==<br />
<br />
This fictional wrist-mounted grenade launcher is available in all future levels, though it cannot be used in the past levels even when the game has been completed as grenades remain era-specific. The grenades themselves are referred to in menus as "XM31," but the launcher itself has "M360" printed on it, and also includes a line launcher. Holding the grenade button provides an aiming line; the grenades are typical videogame smart grenades, exploding on contact with enemies or on a timer otherwise.<br />
<br />
[[Image:Blops2-M360-1.jpg|thumb|none|600px|Farid aims his "M360" grenade launcher. Note the red aiming line. The device appears to have a detachable magazine at its midpoint, though it is never reloaded in-game.]]<br />
<br />
==MGL Mk 1L== <br />
<br />
The [[Milkor MGL#MGL Mk 1L|MGL Mk 1L]] is referred to as "War Machine". It is a killstreak reward in multiplayer; it cannot be found in the singleplayer campaign and can only be accessed via the loadout screen by completing challenges. In Zombies it can only be obtained from the Mystery Box; unlike in the campaign and multiplayer, in Zombies it fires regular grenades that do not explode on impact. It suffers from exactly the same reloading issues as the Taurus Raging Judge. Ironically, it is also one of the few MGL reload animations to (sorta) depict the real weapon's reload procedure, where the cylinder is wound up before any new rounds are loaded, though the player character doesn't make a full rotation to fully wind up the cylinder, and mid-cylinder reloads neglect the fact that the cylinder cannot be manually rotated when it's partially wound up.<br />
<br />
[[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]<br />
[[Image:Blops2-MGL-1.jpg|thumb|600px|none|Fighting his way through the floating city "Colossus," Section holds an MGL Mk 1L as he admires the results of using it.]]<br />
<br />
==Mk 153 SMAW==<br />
<br />
The [[Mk 153 SMAW]] uses the same model as in ''Modern Warfare 3''; as before there is no reloading animation, with the entire launcher simply disappearing off-screen, and the weapon can only use the default iron sights despite having a scope rail. The SMAW is only available in the future levels, and apparently has some fictional guided round which can lock on to vehicles and aircraft; cutscenes frequently show SMAW-equipped troops firing the weapons as if they are SAMs. A SMAW appears as the 17th weapon tier in Gun Game.<br />
<br />
[[Image:Mk153SMAW.jpg|thumb|400px|none|Mk 153 Mod 0 SMAW - 83mm]]<br />
[[Image:Blops2-SMAW-1.jpg|thumb|600px|none|A US soldier in Strike Force mode holds a SMAW as he prepares for the arrival of a CLAW, hoping that he can remember which one is which when the moment of truth comes.]]<br />
<br />
==RPG-7==<br />
<br />
The [[RPG-7]] is an available weapon in the past levels. An RPG-7 is inaccurately used to disable Noriega's private jet in "Suffer With Me". In reaity, the SEALs [https://soldiersystems.net/2020/12/20/scubapro-sunday-operation-just-cause/ used] an AT-4 to deal with the plane.<br />
[[Image:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]<br />
[[Image:Blops2-RPG7-1.jpg|thumb|none|600px|Mason holds an RPG-7 as he ponders whether this is an appropriate weapon to threaten someone with at close range. Note that this is the ''Black Ops'' RPG-7 model, and as in that game the rear sight is mounted backwards.]]<br />
<br />
== SA-14 Gremlin ==<br />
<br />
The same fictional "Valkyrie" MCLOS (Manual Command Line Of Sight) [[SA-14 Gremlin]] seen in ''Black Ops'' turns up during the second half of "Pyrrhic Victory," and is used to shoot down an attacking Mi-24 Hind gunship. Furthermore, the HUD icon of the SA-14 is used for the campaign version of the "FHJ-18 AA" and the FIM-92A Stinger.<br />
<br />
[[File:SA-14 complete.jpg|thumb|400px|none|SA-14 Gremlin launcher - 72mm]]<br />
[[Image:Blops2-Valkyrie-1.jpg|thumb|600px|none|Mason holds the "Valkyrie" MCLOS SA-14 launcher, finding he suddenly has a lot less boat than he remembered.]]<br />
[[Image:Blops2-Valkyrie-2.jpg|thumb|600px|none|Having discovered the culprit, the missile must be manually steered to hit the fast-moving Hind. The bar to the right is the missile's fuel gauge; an SA-14 should have a range of around 2.5 miles, but clearly nobody has told the Valkyrie that.]]<br />
<br />
= Explosives =<br />
<br />
== 40lb Cratering Charge ==<br />
<br />
A 40lb Cratering Demolition Charge is used by Mason to block a road leading to the Mujahideen camp during "Old Wounds".<br />
<br />
[[Image:40-lb-cratering-charge.jpg|thumb|none|140px|40lb Cratering Demolition Charges.]]<br />
[[Image:Blops2-CrateringCharge-1.jpg|thumb|none|600px|Mason sets the Cratering Charge. Precisely where or why he was carrying it in the first place is not clear.]]<br />
<br />
== Fictional Grenade ==<br />
<br />
The future hand grenade is a cross between a [[M67 hand grenade]] and a [[Mk 2 hand grenade]]. Strangely, this is the model used for all grenade pickups, even those in the past levels.<br />
<br />
[[File:Baseball.jpg|thumb|none|140px|M67 hand grenade]]<br />
[[File:MK2 grenade DoD.jpg|thumb|none|140px|Mk 2 "Pineapple" High-Explosive Fragmentation hand grenade]]<br />
[[Image:Black Ops II props.JPG|thumb|none|600px|Props used in the live action trailers, the future grenade under the tomahawk.]]<br />
[[Image:Blops 2-Futuregrenade-1.jpg|thumb|none|600px|Mason locates a future grenade, made from condensed future.]]<br />
<br />
== M18 smoke grenade ==<br />
<br />
[[M18 smoke grenade]]s are often seen on NPCs in the past levels.<br />
<br />
[[Image:M18red.jpg|thumb|none|140px|M18 smoke grenade]]<br />
<br />
== M112 C4 Demolition Charge ==<br />
<br />
While the C4 charges which can be picked from the equip screen are fictional, the 40lb Cratering Charge used in "Old Wounds" is primed with four M112 demolition charges.<br />
<br />
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]<br />
<br />
== M18A1 Claymore ==<br />
<br />
The [[M18A1 Claymore]] used in the game is a "futurised" version, regardless of which era it is used in.<br />
<br />
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]<br />
<br />
== M26 hand grenade ==<br />
<br />
[[M26 hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.<br />
<br />
[[Image:200px-M-67handgrenade.jpg|thumb|none|140px|M26 High-Explosive Fragmentation hand grenade]]<br />
<br />
== M34 White Phosphorous grenade ==<br />
<br />
American NPCs in the past levels frequently have [[M34 White Phosphorous grenade]]s on their chest rigs. As in ''Black Ops'', they are incorrectly shown painted green, which was not done in real life before the adoption of NATO STANAG 2321 in 1987: period M34 grenades should be white.<br />
<br />
[[Image:M34 2-1-.jpg|thumb|none|140px|M34 White Phosphorous grenade]]<br />
[[Image:Blops2-M34-1.jpg|thumb|none|600px|Hudson stops during a mandatory stealth section in "Pyrrhic Victory" as Mason carries an injured Woods, an M34 grenade clearly visible under Hudson's right arm.]]<br />
<br />
== M67 hand grenade ==<br />
<br />
In cutscenes set in the past the most commonly used grenade is the [[M67 hand grenade]]; a young Menendez uses an M67 partway through "Pyrrhic Victory" and a decision by Woods to throw one during "Time and Fate" has major repercussions.<br />
<br />
[[Image:Baseball.jpg|thumb|none|140px|M67 hand grenade]]<br />
[[Image:Blops2-M67-1.jpg|thumb|none|600px|Mason's attempt to take a young Menendez hostage takes a turn for the worse as he flicks the pin from an M67 hand grenade Mason somehow did not notice him carrying.]]<br />
<br />
== M83 smoke grenade ==<br />
<br />
Soldiers in the future levels have [[M83 smoke grenade]]s rather than the M18s seen in the past levels.<br />
<br />
[[Image:M87.JPG|thumb|none|140px|M83 smoke grenade]]<br />
[[Image:Blops2-M83-1.jpg|thumb|none|600px|Section takes some time out from his allegedly urgent escape to check over a dead PMC soldier, finding two M83 smoke grenades on his chest rig.]]<br />
<br />
== M84 stun grenade ==<br />
<br />
The future "flashbang" is a dressed-up [[M84 stun grenade]], which becomes a completely normal M84 body after detonating.<br />
<br />
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|140px|M84 stun grenade]]<br />
<br />
== Mecar M72 hand grenade ==<br />
<br />
[[Mecar M72 hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.<br />
<br />
[[Image:325 products mecar 05 JPG 150 150.jpg|thumb|none|140px|Mecar M72 High-Explosive Fragmentation hand grenade]]<br />
[[Image:Blops2-Mecar-1.jpg|thumb|none|600px|A Mecar M72 is visible to the right of the RGD-5 grenade on Woods' chest as Mason realises the Matrix has him.]]<br />
<br />
== MK3 offensive hand grenade ==<br />
<br />
[[MK3 offensive hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.<br />
<br />
[[Image:MK3A2.jpg|thumb|none|140px|MK3A2 offensive hand grenade]]<br />
[[Image:Blops2-Mk3-1.jpg|thumb|none|600px|A MK3 offensive hand grenade is clearly visible on Hudson's chest as he and Mason unwisely discuss their daring escape before actually finishing it.]]<br />
<br />
== "Nightingale" ==<br />
<br />
The "Nightingale" is a grenade only available in the singleplayer mission "Suffer With Me," and uses the same model as the Decoy Grenade from ''Black Ops''. It appears to be an improvised device made using rifle bullets and some kind of clockwork striker array to set them off, making it bounce around and produce gunfire sounds.<br />
<br />
== RGD-5 hand grenade ==<br />
<br />
[[RGD-5 hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.<br />
<br />
[[Image:Rdg5.jpg|thumb|none|140px|RGD-5 High-Explosive Fragmentation hand grenade]]<br />
[[Image:Blops2-RGD5-1.jpg|thumb|none|600px|An RGD-5 grenade is visible among Woods' gear as he complains about the inexplicable presence of sand in Afghanistan.]]<br />
<br />
== VIS-1.6 anti-tank mine ==<br />
<br />
In "Old Wounds" the access kit perk allows recovery of a cache of VIS-1.6 anti-tank mines. These can be planted in the path of attacking Soviet tanks and BTR-60 APCs; Mason simply tosses them on the ground without burying them.<br />
<br />
[[Image:VIS-16-inert.jpg|thumb|none|400px|Inert Products LLC '''replica''' of a VIS-1.6 blast-resistant anti-tank mine]]<br />
[[Image:Blops2-Mine-1.jpg|thumb|none|600px|Mason finishes cutting the chains off the mine box. Note the box is labelled as containing American-made M1 mines.]]<br />
[[Image:Blops2-Mine-2.jpg|thumb|none|600px|He soon discovers this is rather wide of the mark, since the box contains VIS-1.6 mines.]]<br />
[[Image:Blops2-Mine-3.jpg|thumb|none|600px|Not one to look a gift mine in the mouth, Mason is soon merrily placing mines in the path of a careless BTR-60.]]<br />
<br />
== "Shock Charge" ==<br />
A fictional device known as "Shock Charge" is featured in multiplayer. It resembles a futurized stake mine similar to the POMZ mines but it has miniaturized taser cartridges instead of fragmentation knobs and the stake resembles the blade of United Cutlery M48 Cyclone knife.<br />
[[Image:POMZ-2M.jpg|thumb|none|200px|POMZ-2M anti-personnel mine.]]<br />
<br />
= Mounted Weapons =<br />
<br />
== Browning M2HB ==<br />
<br />
[[Browning M2HB]]s can be seen mounted on technicals at various points during the campaign; strangely, those seen in the past levels are the model from ''[[Modern Warfare 2]]'' which has no belt or ammo box, and not the more detailed version seen in ''[[Modern Warfare 3]]''. The M2s mounted on SOC-T buggies seen in "Fallen Angel" also lack any ammunition supply. However, the technicals seen in "Cordis Die" have a different M2 model with an ammo box.<br />
<br />
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]<br />
[[Image:Blops2-M2-2.jpg|thumb|none|600px|While on his way to Menendez's mansion, Mason deals with an enemy technical, and stops to admire his prize.]]<br />
[[Image:Blops2-M2-1.jpg|thumb|none|600px|Using videogame logic, he correctly determines that if a weapon isn't loaded to begin with it can't run out of ammo, and is soon merrily blasting away using his invisible thumbs to operate the trigger.]]<br />
<br />
== DShK ==<br />
<br />
[[DShK heavy machine gun]]s can be seen mounted on vehicles during the past levels, including Savimbi's Buffel armoured trucks and a series of militia patrol boats.<br />
<br />
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]<br />
[[Image:Blops-DshK-1.jpg|thumb|none|600px|Mason mans a DShK as a series of Russian-made patrol boats attack his barge. For some reason, the operator's hands are not shown in this game even though the model is recycled from ''Modern Warfare 3'' where they were clearly seen.]]<br />
<br />
== General Dynamics GAU-19/A ==<br />
<br />
A variant of the [[General Dynamics GAU-19/A]] used as "Death Machine" is also seen in sentry gun mountings, used by enemies in the singleplayer future levels and controllable by the player in some Strike Force missions. It is also available as a Scorestreak reward in multiplayer.<br />
<br />
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]<br />
[[Image:Blops2-Sentry-1.jpg|thumb|600px|none|The player character in multiplayer admires his sentry gun.]]<br />
[[Image:Blops2-Sentry-2.jpg|thumb|600px|none|Section takes a much dimmer view of sentry guns, since they are usually trying to murder him.]]<br />
[[Image:Blops2-Sentry-3.jpg|thumb|600px|none|Controlling a sentry in Strike Force mode gives this view, despite that the rig's camera is mounted below and to the right of the barrels...]]<br />
[[Image:Blops2-Sentry-4.jpg|thumb|600px|none|..while controlling one in multiplayer gives this equally impossible view from halfway along the barrels.]]<br />
<br />
==General Dynamics M197 Vulcan==<br />
<br />
The [[M61 Vulcan#General Dynamics M197 Vulcan|M197 Vulcan]] cannon can be seen on a drone in "Celerium" where it is stated to be 40mm despite clearly not being big enough. It is also the chin armament of the "Stealth Chopper" which can be called in by a Scorestreak in multiplayer, a fictional helicopter based on the RAH-66 Commanche.<br />
<br />
[[Image:M197Gatling.jpg|thumb|none|400px|General Dynamics M197 Vulcan - 20mm]]<br />
[[Image:Blops2-M197-1.jpg|thumb|none|600px|The "Stealth Chopper" aims its M197 Vulcan during a rare moment of not flying like a drunk in a hurricane.]]<br />
[[Image:Blops2-M197-2.jpg|thumb|none|600px|In Theatre mode, a better look at the helicopter can be had.]]<br />
<br />
== General Electric GAU-8/A Avenger ==<br />
<br />
The "Warthog" Scorestreak in multiplayer allows the player to call in a fictional futuristic version of the A-10 Thunderbolt II ground attack aircraft; like the real thing, this is armed with a [[General Electric GAU-8/A Avenger]] gatling gun.<br />
<br />
[[Image:GAU-8 Avenger contrast.jpg|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]<br />
[[Image:Blops2-GAU8-1.jpg|thumb|none|600px|The player character in multiplayer admires the result of a good Scorestreak as his pet ground attack aircraft deals with the competition.]]<br />
[[Image:Blops2-GAU8-2.jpg|thumb|none|600px|The futuristic A-10 makes another pass, firing its GAU-8/A.]]<br />
[[Image:Blops2-GAU8-3.jpg|thumb|none|600px|The post-match Theatre mode allows a closer look at the "futurised" A-10 model, as well as leading to questions about just how many blast deflectors the carrier thinks it needs.]]<br />
<br />
== General Electric M134 Minigun ==<br />
<br />
Non-handheld [[GE M134 Minigun]]s are seen mounted on CLAW vehicles and MH-6 "Little Bird" helicopters.<br />
<br />
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]<br />
[[Image:Blops2-M134-1.jpg|thumb|none|600px|The player character in Strike Force mode, having failed to teach his CLAW the meaning of personal space, admires its M134 minigun. Note that it has no ammo source. The device on the CLAW's side is a flamethrower.]]<br />
<br />
== Gryazev-Shipunov GSh-23 ==<br />
<br />
Throughout "Old Wounds," Soviet MiG-23 "Flogger" attack aircraft can be seen making bombing runs, armed with a [[Gryazev-Shipunov GSh-23]] cannon.<br />
<br />
[[Image:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]<br />
[[Image:Blops2-Fencer-1.jpg|thumb|none|600px|The Soviet Union immediately regretted establishing Amateur Pilot Day.]]<br />
<br />
== Gryazev-Shipunov GSh-30-2 ==<br />
<br />
The same conglomerate of Mi-35M and Mi-24P seen in ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'' appears again, this time menacing Mason, Woods, and Hudson in Angola and the Mujahideen in Afghanistan. As before, all Hinds in ''Black Ops II'' are armed with both a [[Gryazev-Shipunov GSh-30-2|GSh-30-2]] twin gun mounted on the fuselage and a chin mounted [[Yakushev-Borzov Yak-B|Yak-B]] gatling gun.<br />
<br />
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 automatic cannon with unfired rounds - 30x165mm]]<br />
[[Image:Blops2-Gsh30-1.jpg|thumb|none|600px|As the Soviet army pushes towards the Mujahideen base in "Old Wounds," Mason orders "one last display of courage," leading to a charge as Soviet aircraft fly overhead. This includes Hinds, which as in ''MW3'' are the version of the Hind only known to young modelmakers who decide to put all the guns on.]]<br />
<br />
== Kalashnikov PKT ==<br />
<br />
Soviet T-55 and T-62 tanks seen during the campaign have coaxial openings for their [[PK Machine Gun|PKT machine guns]], as do T-72s found in the multiplayer map "Standoff".<br />
<br />
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]<br />
<br />
== KPV Heavy Machine Gun ==<br />
<br />
Four [[KPV heavy machine gun]]s in a ZPU-4 quad AA mounting can be seen on a roof in "Suffer With Me;" the five-man weapon is operated by a single gunner, who can be killed to complete one of the level's challenges.<br />
<br />
Like previous games in the series, it reuses the same model from ''Call of Duty 4''.<br />
<br />
[[Image:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]<br />
[[Image:Blops2-ZPU-1.jpg|thumb|none|600px|Woods sights up the gunner of the ZPU, who, in addition to his AA gun, is apparently in possession of the dreaded levitating FAL.]]<br />
<br />
== KPVT heavy machine gun ==<br />
<br />
Soviet BTR-60 APCs seen in "Old Wounds" mount [[KPV heavy machine gun|KPVT heavy machine guns]] in their turrets.<br />
<br />
[[Image:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]<br />
[[Image:Blops2-BTR-1.jpg|thumb|none|600px|Mason sights up a BTR-60 in "Old Wounds" with his futuristic SAM, the BTR looking distinctly unimpressed as Mason belatedly realises that he can't fool this SAM into blowing up tanks.]]<br />
[[Image:Blops2-BTR-3.jpg|thumb|none|600px|At the end of the mission the Soviet army commences one final push, with Mason watching through binoculars as the last assault begins. Note the frontal hull of the BTR-60, distinguishing it from later versions.]]<br />
[[Image:Blops2-BTR-2.jpg|thumb|none|600px|Mason and the Mujahideen determine that charging tanks and aircraft with horses is in some way a good idea and ride for Kravchenko's giant silly land battleship, the BTR on the right firing its gun as the one on the left is destroyed by a stray bolt of logic.]]<br />
<br />
== Kurzer 8 cm Granatwerfer 42 ==<br />
<br />
The Kz 8cm GrW 42 mortar model, which dates way back to ''[[Call of Duty 2]]'', returns once again, this time used by mortar crews in the first level of the campaign.<br />
<br />
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]<br />
[[Image:Blops2-GermanMortar-1.jpg|thumb|none|600px|Mason, holding a heinously blinged-out MP5, examines an enemy Kz 8cm GrW 42 mortar after eliminating the crew. At the time of the game's release, this model was just over seven years old.]]<br />
<br />
== M61 Vulcan ==<br />
<br />
[[M61 Vulcan]] cannons in Block 1B Phalanx installations can be seen mounted on the USS ''Barack Obama'' during the mission "Odysseus".<br />
<br />
[[Image:Phalanx CIWS 1B.jpg|thumb|none|400px|Phalanx Block 1B with improved barrels and FLIR - 20x102mm]]<br />
[[Image:Blops2-Phalanx-1.jpg|thumb|none|600px|Section looks up at two of the USS ''Barack Obama's'' Block 1B Phalanx guns firing on attacking PMC forces during the mission "Odysseus;" note the FLIR pod on the side of the radome.]]<br />
<br />
== Denel MG4 ==<br />
<br />
A variant of the [[Browning M1919]], the Denel MG4, can be seen in coaxial mounts alongside the Denel GT-2 90mm guns of Savimbi's Eland armoured cars in the first mission.<br />
<br />
[[File:M1919A4_pintle.jpg|thumb|400px|none|Browning M1919A4 - 7.62x51mm NATO. The vehicles in the game use a version built by Denel]]<br />
[[Image:Blops2-Eland-1.jpg|thumb|600px|none|Mason takes a little time out from the hectic battle to admire one of Jonas Savimbi's Eland armoured cars, armed with a 90mm Denel GT-2 cannon. The muzzle of the MG4 coaxial machine gun is visible to the right of the main gun.]]<br />
<br />
== Metal Storm Redback RWS ==<br />
<br />
The fictional "Assault Sentry Drone" ("Autonomous Ground Robot" in multiplayer) tracked UCVs mount a [[Metal Storm Weapons|Metal Storm Redback RWS]] four-barrel repeating grenade launcher in a module on their right-hand side. This is incorrectly depicted as an ordinary machine gun.<br />
<br />
[[Image:MS Redback.jpg|thumb|none|400px|Metal Storm Redback RWS - 40mm]]<br />
[[Image:Blops2-Redback-2.jpg|thumb|none|600px|Section looks over an Assault Sentry Drone (ASD) with a Redback RWS during the mission "Karma;" these white-painted ASDs are part of the security force of "Colossus," a floating city in the Cayman Islands.]]<br />
[[Image:Blops2-Redback-1.jpg|thumb|none|600px|During the Strike Force missions it is possible to control an ASD directly, which provides a good view of the little robot's armament.]]<br />
<br />
== NSV-T Heavy Machine Gun ==<br />
<br />
Low-detail [[NSV heavy machine gun|NSV-T heavy machine guns]] can be seen mounted on abandoned T-72 tanks in the multiplayer map "Standoff".<br />
<br />
[[Image:NSVTMG.jpg|thumb|none|400px|NSV-T heavy machine gun mounted on a Ukranian T-84 - 12.7x107mm]]<br />
[[Image:Blops2-NSVT-1.jpg|thumb|none|600px|The player character in multiplayer looks over the ridiculously misproportioned NSV-T of a parked T-72.]]<br />
<br />
== RPD Light Machine Gun (mounted) ==<br />
<br />
Mounted [[RPD]]s are a frequent sight in the 1980s levels.<br />
<br />
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD Light Machine Gun - 7.62x39mm]]<br />
[[Image:Blops2-MountRPD-1.jpg|thumb|none|600px|Woods locates a mounted RPD in "Suffer With Me," wondering what manner of incredible glue technology has been used to achieve this.]]<br />
[[Image:Blops2-MountRPD-2.jpg|thumb|none|600px|Per FPS rules, mounting an RPD somehow removes its need for either reloading or ammunition.]]<br />
<br />
== Type 1130 CIWS ==<br />
<br />
The multiplayer map "Carrier" is set on the deck of Chinese supercarrier, which appears to be based on the ''Liaoning'' (CV-16 of the People's Liberation Army Navy (this is not a typo) Surface Force), formerly the ''Admiral Kuznetsov''-class carrier ''Varyag''. Multiple Type 1130 30mm 11-barrel CIWS installations can be seen on the deck as opposed to the three installations around the perimeter that the real ship has; these are equipped with their radar, but for some reason do not have the sensor pod which should be mounted on the right of the installation. Most likely it is because in all photographs of ''Liaoning'' available at the time, the pod was covered with a tarp, and the designers did not realise it was concealing part of the installation.<br />
<br />
[[Image:Type1130.jpg|thumb|none|400px|Type 1130 11-barrel CIWS installation on Chinese carrier ''Liaoning'' - 30mm. Note the green tarp covering the sensor pod next to the fire control radar.]]<br />
[[Image:Blops2-1130-1.jpg|thumb|none|600px|The player character in multiplayer looks over one of the Chinese carrier's Type 1130 CIWS installations as he wonders how the carrier deck came to be colonised by a group of small, completely useless huts.]]<br />
<br />
== Yakushev-Borzov Yak-B ==<br />
<br />
Soviet Hind helicopters are armed with a chin-mounted [[Yakushev-Borzov Yak-B]] four-barrel gatling. As in ''Modern Warfare 3'', it is necessary to get very close to a Hind to see the four openings in the rectangular gun, but they are present.<br />
<br />
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B - 12.7x108mm]]<br />
[[Image:Blops2-YakB-1.jpg|thumb|none|600px|Savimbi, clearly not able to contain all his awesomeness in the first part of "Pyrrhic Victory," rides to the rescue at the end of the second in a hybrid Hind.]]<br />
<br />
== Tactical High Energy Laser ==<br />
A futuristic version of the Tactical High Energy Laser appears as the "Laser Turret". It is mounted on a conventional looking SAM trailer.<br />
<br />
= Other =<br />
<br />
== Crossbows ==<br />
<br />
Two crossbow weapons can be acquired in singleplayer by completing 5 challenges in the mission "Karma," one of them also appearing in multiplayer. Both fire explosive bolts: one is the manually loaded weapon from the first ''Black Ops'', while the second is a reverse-draw crossbow which resembles a Barnett BC Raptor. This version is somehow fed from a small magazine, which doubles as the handguard, and in multiplayer has the even more unfathomable ability to fire three bolts at once with the correct attachment. This crossbow (unmodified) is the 19th weapon tier in Gun Game.<br />
<br />
[[Image:Rem ACR.jpg|thumb|none|400px|Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO]]<br />
[[Image:Blops2-Crossbow-1.jpg|thumb|none|600px|The ''Black Ops'' crossbow, now called the "Manual Crossbow". At full size, it has what looks like part of an AR carry handle at the rear: this is actually the remains of the belt feed opening from the M60 model.]]<br />
[[Image:Blops2-Crossbow-2.jpg|thumb|none|600px|The new repeating crossbow.]]<br />
[[Image:Blops2-Crossbow-3.jpg|thumb|none|600px|Mason holds the new crossbow as he contemplates a nearby wall. At full size it is easy to distinguish the rear section has an ACR mag release and, as in ''MW3'', has the fire selector markings of a civilian semi-only variant.]]<br />
<br />
== Raytheon Silent Guardian ADS ==<br />
<br />
A futuristic man-portable version of Raytheon's now-cancelled Silent Guardian Active Denial System, called the "Guardian ADS," can be chosen as a Scorestreak reward in multiplayer. It projects a microwave field which incapacitates and eventually kills any enemies who enter.<br />
<br />
[[Image:SilentGuardian.jpg|thumb|none|350px|Raytheon Silent Guardian Active Denial System]]<br />
[[Image:Blops2-Guardian-1.jpg|thumb|none|600px|The player character in multiplayer looks over his Silent Guardian, glad technology has progressed to the point he does not have to haul a 10,000 pound transmitter and generator assembly around with it.]]<br />
<br />
== SDU-5/E Marker Distress Light ==<br />
<br />
While not actually a weapon at all, this portable IR strobe is used as a grenade in "Suffer With Me," allowing fire to be called down from an orbiting AC-130 gunship. The version in the game is a retextured version of ''Black Ops''' "Tactical Insertion" device, swapping the incorrect olive drab colour scheme (which was the colour of the SDU-5/E's FG1C flash guard case, not the device itself) for a still-incorrect black.<br />
<br />
[[Image:Orange-beacon-2.jpg|thumb|none|400px|SDU-5/E Marker Distress Light]]<br />
[[Image:Orange-beacon-3.JPG|thumb|none|400px|SDU-5/E Marker Distress Light in FG1C flash guard case]]<br />
[[Image:Blops2-strobe-1.jpg|thumb|none|600px|As Woods encounters the SDU-5/E, Mason decides to be extremely rude to it. Note that it has the raised base of the flash guard case, but still has the switch and battery cover on the base of the device itself visible.]]<br />
<br />
== "Titus 6" ==<br />
<br />
A fictional weapon which resists conventional classification, the Titus-6 is a combination weapon combining a three-round burst explosive flechette launcher and a two-round burst shotgun. Visually the upper barrel and stock appear to be loosely based on a [[Steyr AUG A3]], with an underbarrel shotgun very slightly resembling an [[M26 MASS]] with the magazine slanted backwards.<br />
<br />
[[Image:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]<br />
[[Image:Blops2-Titus-2.jpg|thumb|none|600px|Section holds a "Titus-6" as he looks over a grounded drone helicopter. The scope is unfolded, indicating the weapon is in flechette mode.]]<br />
[[Image:Blops2-Titus-3.jpg|thumb|none|600px|Reloading the Titus-6's flechette barrel. The tiny drum holds just three rounds and the weapon fires a three-round burst, meaning it must be reloaded every time it is fired. This is a slight clue that this is not a practical weapon system.]]<br />
[[Image:Blops2-Titus-5.jpg|thumb|none|600px|Switching to the shotgun barrel changes the weapon's displayed name to "Titus-6 Buckshot," folds down the reflex optic for no apparent reason, and prevents the use of the aim button.]]<br />
[[Image:Blops2-Titus-4.jpg|thumb|none|600px|Reoading the Titus' lower barrel.]]<br />
[[Image:Blops2-Titus-1.jpg|thumb|none|600px|Section looks at a Titus-6 on the ground; note the AUG-like upper body and stock.]]<br />
<br />
=Unusable Weapons=<br />
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.<br />
<br />
== AK Variants ==<br />
Many AK variants such as the [[AKMS]] and the [[AK-74]] are seen during the introduction to "Old Wounds". Some AKs with milled receiver are also seen (one with a fixed stock and the others with underfolding ones), though it is unclear if they are [[AK-47]]/AKS-47 or early versions of the [[Norinco Type 56]]/Type 56-1.<br />
<br />
[[File:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]<br />
[[File:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]<br />
<br />
== Beretta 92SB ==<br />
Soldiers can sometimes be seen with holstered [[Beretta 92SB]] handguns in the future levels, particularly Salazar who has two. This is odd, since the weapon is not available in gameplay and nobody ever uses one; when Salazar draws his pistol, it is an [[FN Five-seveN]]. Most likely a placeholder that was never replaced, seeing as the Five-seveN and the "KAP-40" have replaced the M9 as the standard service pistol of the American military.<br />
<br />
[[Image:BerettaM92SB.jpg|thumb|none|350px|Beretta Model 92SB - 9x19mm]]<br />
[[Image:Blops2-Beretta-1.jpg|thumb|none|600px|Throughout the campaign, Salazar has two Berettas, one in his chest rig and another in his hip holster.]]<br />
[[Image:Blops2-Beretta-2.jpg|thumb|none|600px|With everything going wrong, Section takes a closer look at Salazar's chest rig aboard the USS ''Barack Obama'' as he provides the understatement of the century.]]<br />
<br />
== Bruni Olympic 6 ==<br />
During the introduction to "Old Wounds" as Salazar is explaining Menendez's rise to power, a live-action sequence shows an actor playing a young Menendez drawing a [[Bruni Olympic 6]] blank-fire revolver from his waistband and "shooting" a rival in both legs with it.<br />
<br />
[[Image:Olympic6 2.jpg|350px|thumb|none|Bruni Olympic 6 with wooden grips - .22 blanks]]<br />
[[Image:Blops2-Oldwoundsrevolver-1.jpg|thumb|none|600px|Young Menendez reaches for his Bruni Olympic 6...]]<br />
[[Image:Blops2-Oldwoundsrevolver-2.jpg|thumb|none|600px|...and shoots the man responsible for smuggling cable spools and shipping containers into every FPS ever.]]<br />
<br />
== Colt Sporter Competition ==<br />
During the cutscene halfway through "Pyrrhic Victory" as Woods recalls his escape from the "Hanoi Hilton", the guard he ambushes is shown armed with the "M16A4" model (actually a Colt Sporter Competition) from ''[[Call of Duty 4: Modern Warfare]]'', decades before the [[M16A4]] would actually have existed.<br />
<br />
[[File:Colt Sporter Competition.jpg|thumb|none|400px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]<br />
[[Image:Blops2-M16A4-1.jpg|thumb|none|600px|Woods prepares to ambush one of his jailers; note the square profile of the ''Call of Duty 4'' in-world M16A4's flash hider.]]<br />
[[Image:Blops2-M16A4-2.jpg|thumb|none|600px|As Woods uses the advanced tactic of shouting in his opponent's ear, the taped magazine and extremely angular handguard are visible.]]<br />
<br />
== Enfield L85A2 ==<br />
During the introduction to "Old Wounds", a series of stock footage screens show guns supposedly smuggled to Afghanistan by the Menendez cartel, most bizarrely two rows of [[L85A2]] rifles with L3A1 bayonets fitted.<br />
<br />
[[File:SA80 rifle with bayonet.jpg|thumb|none|450px|SA80 with rifle bayonet - 5.56x45mm NATO]]<br />
[[Image:Blops2-L85-1.jpg|thumb|600px|none|Section and Salazar discuss Menendez's bizarre decision to smuggle British Army rifles to Afghanistan.]]<br />
<br />
== Generic Revolver ==<br />
Low-detail revolvers somewhat resembling the [[Smith & Wesson Model 10]] are seen on character models for cartel thugs in "Time and Fate" and baseball bat wielding Dignity Battalion members in "Suffer With Me." The models appear to be taken from a much older game, and lack any real identifying features, or even triggers. Like almost all sidearms and grenades on character models, these enemies will never attempt to use their revolvers.<br />
<br />
[[Image:S&W Model M&P.jpg|thumb|350px|none|Smith & Wesson Model M&P Revolver with 5" Barrel - .38 Special]]<br />
[[Image:Blops2-Revolver-2.jpg|thumb|none|600px|Mason looks down at a drug cartel thug (not to be confused for a thug cartel drug) and admires his low-detail revolver.]]<br />
[[Image:Blops2-Revolver-1.jpg|thumb|none|600px|Following a failed attempt by Dignity Battalion to give Woods a suspiciously undignified death-by-baseball-bat, he takes a moment to look over their sidearms, figuring they must have mistaken him for whoever sold them revolvers with no triggers.]]<br />
<br />
== G&G GR4 G26 (Airsoft gun) ==<br />
An [[M4A1]]-style G&G GR4 G26 Airsoft gun can be seen in promotional images, but no similar weapon appears in the game itself.<br />
<br />
[[Image:GG GR4 G26.jpg|thumb|none|400px|'''Airsoft''' G&G GR4 G26 - (fake) 5.56x45mm]]<br />
[[Image:Call of duty black ops 2 GG GR4 G26.jpg|thumb|600px|none|A soldier holds the GR4 G26 in a piece of promotional artwork. Note the bulged top of the stock and shape of the magazine.]]<br />
<br />
== Heckler & Koch USP45 ==<br />
Similarly to the Beretta 92SB, the [[Heckler & Koch USP#Heckler & Koch USP|Heckler & Koch USP45]] is not a usable weapon, only seen holstered on the character models of mercenary enemies in the future levels.<br />
<br />
[[Image:HK-USP.jpg|thumb|none|350px|Heckler & Koch USP45 - .45 ACP]]<br />
[[Image:Blops2-USP-1.jpg|thumb|none|600px|Section finds himself unduly fascinated by a dead mercenary's holstered USP45.]]<br />
<br />
== M8 Flare Pistol ==<br />
A PDF soldier at the start of "Suffer With Me" fires an [[M8 flare pistol]] as Woods and Mason attempt to pass his checkpoint. The pistol is only seen at long range, as it vanishes when the soldier is killed.<br />
<br />
[[Image:M8FlarePistol.jpg|thumb|none|350px|M8 Flare Pistol - 37mm]]<br />
[[Image:Blops2-Flaregun-Model.jpg|thumb|none|250px|The in-game M8 Flare Pistol model.]]<br />
[[Image:Blops2-Flaregun-1.jpg|thumb|none|600px|Following Woods and Mason completely failing at anything resembling stealth, the PDF soldier raises his flaregun. At full size, the distinctive twin hooked projections of the M8, the mount latch and breech lock, are clearly visible.]]<br />
<br />
== M79 grenade launcher ==<br />
An [[M79 grenade launcher]] is briefly seen during the introduction to "Old Wounds".<br />
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]<br />
<br />
==Paintball Guns==<br />
A store display of paintball guns can be seen in the map "Rush" from the Vengeance DLC. The models shown are the [[Air Guns#Tippmann 98 Custom|Tippmann 98 Custom]], the Tippmann X7 X36 and probably a variant of the Dye Matrix. The map also has multiple images of a figure with what appears to be a fictional paintball TAR-21.<br />
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]<br />
[[File:Tippmann X7 G36.jpg|thumb|400px|none|A Tippmann X7 G36 paintball gun.]]<br />
[[Image:Blops2-Paintball.jpg|thumb|none|600px|The Tippmann X7 X36 guns are on the right, while the Dye Matrix-looking variants are at the bottom left.]]<br />
<br />
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