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Difference between revisions of "Call of Duty: Modern Warfare II (2022)"
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|genre=[[First-Person Shooter]] | |genre=[[First-Person Shooter]] | ||
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− | '''''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. | + | '''''Call of Duty: Modern Warfare II''''' (abbrivated to ''MWII'', to differentiate the original trilogy's ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2]]''/''MW2'') 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. |
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode. | Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode. | ||
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Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective. | Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective. | ||
+ | |||
+ | With the release of ''[[Call of Duty: Modern Warfare III (2023)|Modern Warfare III]]'', all weapons available from ''MWII'' carry forward to ''MWIII'', allowing access to the former's weapons in the latter game in all gamemodes, but not vice versa. ''MWIII''’s weapons are also available for use in Warzone 2.0. Such differences of the weapons ported to ''MWIII'' will be noted in this page, including changes brought about by "Aftermarket Kits" (a ''Modern Warfare III''-exclusive Gunsmith mechanic that allows weapons to undergo dramatic changes to features such as fire rate, caliber, or even what kind of weapon it is entirely, often with copious usage of 3D-printed parts that wouldn't function in reality). | ||
{{VG Title|Call of Duty: Modern Warfare II}} | {{VG Title|Call of Duty: Modern Warfare II}} | ||
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Through the use of grip attachments, the "Pistol Fastdraw" benefit (previously known as "Tactical Pistol Raise") 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 (including TEC-9 hybrid machine pistol). | Through the use of grip attachments, the "Pistol Fastdraw" benefit (previously known as "Tactical Pistol Raise") 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 (including TEC-9 hybrid machine pistol). | ||
− | Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead. | + | Firearms that use subsonic calibers (.45 ACP, .300 Blackout and subsonic versions of 9x19mm) hide the death skulls that appear to the enemy team upon killing them with those weapons, they will also hide bullet tracers produced when firing. The P220, APC45, the integrally suppressed HK94A3, KRISS Vector, AUG SMG, APC556 (when converted), the .300 BLK MCX VIRTUS and the "Chimera" all have this ability. |
+ | |||
+ | Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead; this can lead to some notable errors, e.g. racking a semi-automatic shotgun as though it were a pump-action, firing a bolt-action rifle twice without cycling it, pushing the muzzle of a suppressed and/or long-barreled handgun straight through a target due to the animation being meant for a shorter barrel, et cetera. | ||
''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. | ''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. | ||
− | Weapon and inventory management in Warzone 2.0 is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to "extraction" games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions or by submitting items into a "dead drop" (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary "contraband" weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round. | + | Weapon and inventory management in Warzone 2.0 Battle Royale is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to "extraction" games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions, through upgrades, through certain in-game weapon blueprints (that are obtained through bundles) or by submitting items into a "dead drop" (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary "contraband" weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round and a limited selection of attachments. |
− | As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement. | + | As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons from DMZ can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement. |
The method of unlocking cosmetic camouflages was overhauled in ''MWII'' compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges. | The method of unlocking cosmetic camouflages was overhauled in ''MWII'' compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges. | ||
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=Handguns= | =Handguns= | ||
==Desert Eagle Mark XIX== | ==Desert Eagle Mark XIX== | ||
− | The [[Desert Eagle Mark XIX]] returns as the ".50 GS" and is said to be manufactured by Sakin ("Sakin" meaning "Knife" in Hebrew, alluding to the knife in the logo of IMI/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. | + | The [[Desert Eagle Mark XIX]] returns as the ".50 GS" and is said to be manufactured by Sakin ("Sakin" meaning "Knife" in Hebrew, alluding to the knife in the logo of IMI/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 much like the L6 variant and 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. The "Old Friend" blueprint reverses the finish back to where it was in ''MW2''. It is frequently used by Las Almas cartel members. |
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". | 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". | ||
[[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]] | [[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]] | ||
+ | [[File:DeagleL6.jpg|thumb|none|350px|Desert Eagle L6 for comparison - .50 AE]] | ||
[[File:MW22 DesertEagle.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.]] | [[File:MW22 DesertEagle.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.]] | ||
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]] | [[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]] | ||
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[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]] | [[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]] | ||
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]] | [[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]] | ||
− | [[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]] | + | [[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine John Wick style.]] |
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]] | [[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]] | ||
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two Desert Eagles fitted with ported barrels while waiting in line at the US-Mexican border.]] | [[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two Desert Eagles fitted with ported barrels while waiting in line at the US-Mexican border.]] | ||
=="GS Magna"== | =="GS Magna"== | ||
− | A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the "Thunderbird" Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the "GS Magna". Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a | + | A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the "Thunderbird" Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the "GS Magna". Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a burnt bronze cerakoted finish, and different markings. In gameplay terms, it cannot equip lasers/lights or trigger attachments, but can instead use vertical foregrips. |
+ | |||
[[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]] | [[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]] | ||
[[File:Mwiifullautodeagleloadout.jpg|thumb|none|600px|In the loadout screen.]] | [[File:Mwiifullautodeagleloadout.jpg|thumb|none|600px|In the loadout screen.]] | ||
− | [[File: | + | [[File:Mw2 gsmagna (1).jpg|thumb|none|600px|A Shadow Company operator checks a suspiciously bronze Desert Eagle he found in the armory, wondering what's different with this one.]] |
− | [[File: | + | [[File:Mw2 gsmagna (2).jpg|thumb|none|600px|At the risk of nearly loosing his teeth, he soon finds out by pulling the trigger.]] |
− | [[File: | + | [[File:Mw2 gsmagna (3).jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', the Shadow Company contractor lets out his frustrations with twin full auto Deagles onto an unknown man's portrait.]] |
==Glock 17 MOS== | ==Glock 17 MOS== | ||
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A stylized [[Glock 18]] appears as the "X13 Auto", as 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. 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. | A stylized [[Glock 18]] appears as the "X13 Auto", as 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. 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. | ||
− | In the campaign it | + | In the campaign it is seen used by Russian PMCs and the Mexican Army (though the latter is issued with the [[Beretta 92FS]] or the [[SIG-Sauer P226]] in reality). |
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]] | [[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]] | ||
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[[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.]] | [[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.]] | ||
[[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.]] | [[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.]] | ||
− | [[File:Mw 22 x13 (3).jpg|thumb|none|600px| | + | [[File:Mw 22 x13 (3).jpg|thumb|none|600px|After re-enacting one of his favourite TikToks by blasting away with a full-auto Glock, the operator reloads the empty G18.]] |
===Glock 18 (in carbine conversion kit)=== | ===Glock 18 (in carbine conversion kit)=== | ||
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===Glock 18 (3D printed)=== | ===Glock 18 (3D printed)=== | ||
− | 3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the "X13 Auto" model, as they feature a selector switch on the right side of the slide. | + | 3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. A complete version of this cutscene also appears in the sequel, ''Modern Warfare III'' where the 3D printed Glock can be used in the mission "Passenger". The pistols are likely based on the "X13 Auto" model, as they feature a selector switch on the right side of the slide. |
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche). | In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche). | ||
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The whole thing might have been inspired by videos such as a [https://www.youtube.com/watch?v=C4dBuPJ9p7A story by VICE about printing a Glock], though, even that particular video shows the complexities involved with the assembly. | The whole thing might have been inspired by videos such as a [https://www.youtube.com/watch?v=C4dBuPJ9p7A story by VICE about printing a Glock], though, even that particular video shows the complexities involved with the assembly. | ||
+ | |||
[[File:Mwii3dglock1.jpg|thumb|none|600px|The terrorist places individual parts on his tray table. As mentioned before, the firing spring and firing pin were inside his seatbelt buckle, the barrel inside a flashlight & trigger as a necklace (not pictured). The slide and two part frame he takes out already has some components attached (although it's difficult to tell if they are plastic or metal.]] | [[File:Mwii3dglock1.jpg|thumb|none|600px|The terrorist places individual parts on his tray table. As mentioned before, the firing spring and firing pin were inside his seatbelt buckle, the barrel inside a flashlight & trigger as a necklace (not pictured). The slide and two part frame he takes out already has some components attached (although it's difficult to tell if they are plastic or metal.]] | ||
[[File:Mwii3dglock7.jpg|thumb|none|600px|The slide after inserting the barrel, after this he inserts the firing pin.]] | [[File:Mwii3dglock7.jpg|thumb|none|600px|The slide after inserting the barrel, after this he inserts the firing pin.]] | ||
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[[File:Mwii3dglock23.jpg|thumb|none|600px|Holding the completed Glock.]] | [[File:Mwii3dglock23.jpg|thumb|none|600px|Holding the completed Glock.]] | ||
− | ==SIG-Sauer P220 | + | ==SIG-Sauer P220== |
− | A [[SIG-Sauer P220 | + | A [[SIG-Sauer P220]] with a squared magazine release and suppressor height sights (that co-witness with optics) appears as the "P890" (or "Bruen .45" during the beta). It has front slide serrations and no beavertail on the frame; such a combination is seen on some variants such as the P220 Extreme, though the in-game model has traditional P220-style grips. |
− | The in- | + | 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. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available. |
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. | 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. | ||
It seems to be a favorite of various members of TF 141 and US MARSOC in "Kill or Capture" 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). | It seems to be a favorite of various members of TF 141 and US MARSOC in "Kill or Capture" 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). | ||
− | [[File:P220 | + | |
+ | [[File:P220 Extreme.jpg|thumb|none|300px|SIG-Sauer P220 Extreme - .45 ACP]] | ||
+ | [[File:SIGP220.38Super.jpg|thumb|none|300px|SIG-Sauer P220 - .38 Super. Image used as a reference for the grips.]] | ||
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]] | [[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]] | ||
− | [[File:P220 MWII idle.jpg|thumb|none|600px| | + | [[File:P220 MWII idle.jpg|thumb|none|600px|Graves holds his SIG close as he is distracted by the news on a TV.]] |
− | [[File:P220 MWII ADS.jpg|thumb|none|600px| | + | [[File:P220 MWII ADS.jpg|thumb|none|600px|having spotted some very dangerous boxes, he aims down the sights to de-escalate the situation.]] |
− | [[File: | + | [[File:Mw22 p220 (4).jpg|thumb|none|600px|After decocking the pistol, he inspects it.]] |
− | [[File:P220 MWII | + | [[File:P220 MWII inspect1.jpg|thumb|none|600px|Checking the magazine, note the ".45 APC" markings.]] |
− | [[File:P220 MWII | + | [[File:P220 MWII reload1.jpg|thumb|none|600px|Deciding he will need more rounds to deal with those menacing boxes, he tops off his pistol.]] |
− | [[File: | + | [[File:Mw22 p220 (7).jpg|thumb|none|600px|Graves racks the slide back on his empty SIG after doing unspeakable things to those cardboard manifestations of evil.]] |
− | [[File:P220 MWII reload2.jpg|thumb|none|600px| | + | [[File:P220 MWII reload2.jpg|thumb|none|600px|Having found some more ammo on his person, he reloads. The empty magazine needs a little help to get out. This doesn't happen with the "Fast Hands" perk.]] |
− | |||
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]] | [[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]] | ||
− | [[File:Mw22 p220 dak.jpg|none|thumb|600px| | + | [[File:Mw22 p220 dak.jpg|none|thumb|600px|Krueger 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.]] |
===SIG-Sauer P220 X-Six=== | ===SIG-Sauer P220 X-Six=== | ||
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. | 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. | ||
+ | |||
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]] | [[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]] | ||
[[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]] | [[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]] | ||
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===SIG-Sauer P220 Carry=== | ===SIG-Sauer P220 Carry=== | ||
Using the "Matuzek Venom" barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide. | Using the "Matuzek Venom" barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide. | ||
+ | |||
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]] | [[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]] | ||
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]] | [[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]] | ||
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==Smith & Wesson Model 500== | ==Smith & Wesson Model 500== | ||
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. 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. | 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. 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. | ||
+ | |||
+ | ''Modern Warfare III'' adds the "JAK Gunslinger" aftermarket part in Season 4 Reloaded; while the description states that this replaces the cylinder and frame, only the former is replaced, going from a 5-shot .500 S&W cylinder to an 8-round .357 one (presumably inspired by the [[Smith & Wesson Model 327 R8]]). Somewhat nonsensically, this is made of 3D-printed plastic (albeit with an extractor rod/star assembly and a new 8-tooth cylinder ratchet made of steel), despite being one of the primary pressure-bearing parts of the weapon; actual 3D-printed revolvers like the PG22 Maverick and Washbear use printed cylinders with metal chamber inserts, and are generally pepperbox-type designs to avoid the issues of maintaining consistent timing with a printed plastic cylinder - needless to say, setting off a .357 Magnum round, which can produce up to 44,000 PSI (300 MPa) in a plastic cylinder would not end well for any parties involved. | ||
+ | |||
+ | Gameplay-wise, the Gunslinger kit increases the Model 500's rate of fire, reduces its recoil (though the former point somewhat counteracts this), improves its handling and reload speed slightly, and (rather strangely) completely removes the normal version's trigger-pull delay, with the hammer and cylinder simply not moving at all when the trigger is pulled; this comes at the cost of damage (to the point that not even a point-blank headshot will kill an enemy, a stark contrast to ''[[Call of Duty: Modern Warfare (2019)|MW19]]''’s ".357"), and the inability to change the ammunition, loader and trigger parts. Even more bizarrely, dual-wielding the revolvers increases their individual rates of fire even further, to the point of them exceeding some of the game's fully-automatic weapons in potential fire rate, but massively reduces their damage to the point that two point-blank torso shots from ''each'' are needed to kill an enemy within breathing distance. Unlike the equally nonsensical "Magnum" from ''[[Call of Duty: Black Ops Cold War|Black Ops Cold War]]'', the amount of rounds in the cylinder are visibly changed as the player character reloads the weapon using a custom 3D-printed speedloader; this also removes the normal weapon's reload animations that involve replacing singular rounds, presumably since they wouldn't line up with the player character's fingers anymore. | ||
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 (8.75" Barrel) - .500 S&W Magnum]] | [[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 (8.75" Barrel) - .500 S&W Magnum]] | ||
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==Staccato P== | ==Staccato P== | ||
− | + | The [[STI 1911 Series#Staccato P|Staccato P]] was added in Season 5 Reloaded as the "9mm Daemon". Its default magazine holds 15 rounds (the real Staccato mag holds 17), options for 20 and 26 round magazines are also available. The gun can be extensively customized with parts inspired by various custom 2011 gunmakers. A barrel option gives the Daemon a frame mounted red dot, charging handle and a competition slide with a compensator, a setup commonly found on IPSC Open race guns; this slide also changes the equip/first-draw animation from a twirl followed by chambering the pistol, to simply chambering the pistol using the charging handle. A first in the series, the gun can be fitted with a magwell (in the Grip slot), which negates the need for the Sleight of Hand perk and makes the gun reload faster by default. When drawing and holstering the pistol, the manual thumb safety is used, although in a bit of a dramatic way when it comes to stowing away the weapon. | |
+ | |||
+ | The gun has very high hip-fire accuracy, suggested by how close the operator holds it, in a Central Axis Relock manner, it manages to have very low recoil, even less than the Glock 17, which has virtually none, and a fast fire rate by default, overall a great 9mm secondary. | ||
+ | |||
[[File:STI 2011 Staccato P.jpg|thumb|none|300px|Staccato P - 9x19mm]] | [[File:STI 2011 Staccato P.jpg|thumb|none|300px|Staccato P - 9x19mm]] | ||
+ | [[File:Mw22 staccato (3).jpg|thumb|none|600px|After getting denied the use of his old [[Call of Duty: Modern Warfare (2019)#Kimber Custom TLE/RL II|Kimber]] by the Loadout gods, Alex finds a Staccato P as an alternative, trying to hold it John Wick style for maximum cool factor.]] | ||
+ | [[File:Mw22 staccato (4).jpg|thumb|none|600px|Aiming down the sights. The green dots glow in the dark, a feature shared with the P220.]] | ||
+ | [[File:Mw22 staccato (5).jpg|thumb|none|600px|Part of the very intricate inspect animation shows the operator decocking the gun, twirling it around on their index finger, inspecting the right side...]] | ||
+ | [[File:Mw22 staccato (6).jpg|thumb|none|600px|...then ejecting the magazine, extracting a round and doing a chamber-load trick. You can see the round sitting on the slide.]] | ||
+ | [[File:Mw22 staccato (7).jpg|thumb|none|600px|Swapping magazines.]] | ||
+ | [[File:Mw22 staccato (8).jpg|thumb|none|600px|Power stroking the slide on an empty reload.]] | ||
+ | [[File:STI GM.jpg|thumb|none|300px|STI Grand Master - .38 Super]] | ||
+ | [[File:MwII stiracegun (1).jpg|thumb|none|600px|Having realized he might've showed up to the wrong kind of race, Velikan holds his racegun as he disappointingly notices that the car in front of him is not up to safety regulations!]] | ||
+ | [[File:MwII stiracegun (2).jpg|thumb|none|600px|Being at a loss for words (it's not like he speaks), he admires his expensive competition piece.]] | ||
+ | [[File:MwII stiracegun (3).jpg|thumb|none|600px|Reloading some new frangible 9mm rounds into the pistol. Performing this action with either the "Fast Hands" perk or the magwell grip will result in the characters flicking out the spent magazine and inserting a new one in the awkward way pictured here.]] | ||
=Submachine Guns= | =Submachine Guns= | ||
==AR-57== | ==AR-57== | ||
− | A short-barreled [[AR-57]] appears as the "FSS Hurricane" as an SMG in the "M4 Platform". It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no | + | A short-barreled [[AR-57]] appears as the "FSS Hurricane" as an SMG in the "M4 Platform". It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no automatic bolt hold open, though it can be manually locked to the rear using the existing lower's bolt release lever. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design) or the new M-LOK ULT rails on current production models (though seeming to lack the QD cup and dedicated 1913 picatinny rails on the bottom which would negate the ability to put the adapters that are there that are on the model). It's fitted with a Troy M7A1 PDW stock (which would not be possible on the real gun as the stock requires a shortened proprietary combined bolt carrier + buffer to use) 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. |
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#"PDW-57"|fictional variant]] of the P90 before the game's release. | On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#"PDW-57"|fictional variant]] of the P90 before the game's release. | ||
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[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]] | [[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]] | ||
− | ==Brügger & Thomet APC45== | + | ==Brügger & Thomet APC45 PRO== |
− | The [[Brügger & Thomet APC45]] was added in Season 4 as the "ISO 45". It retains some of the animations of the previous "ISO" submachine gun in ''Modern Warfare 2019''. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its ''MW19'' counterpart). By default, it is modeled with the "FTAC 225mm Dominator" barrel from ''Modern Warfare'', which is an extended barrel of intermediate length between the APC9 | + | The [[Brügger & Thomet APC45|Brügger & Thomet APC45 PRO]] was added in Season 4 as the "ISO 45". It retains some of the animations of the previous "ISO" submachine gun in ''Modern Warfare 2019''. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its ''MW19'' counterpart). By default, it is modeled with the "FTAC 225mm Dominator" barrel from ''Modern Warfare'', which is an extended barrel of intermediate length between the APC45/APC9 and the APC9-P. It can be modified to resemble an APC45 SD with the “16" XLB-S” barrel, or an APC9 K with the “4" Frame S-1” barrel and "SK-3 Cheetah" stock. |
− | [[File:APC45.jpg|thumb|none|450px|Brügger & Thomet APC45 - .45 ACP]] | + | |
− | [[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger & Thomet APC9-P | + | [[File:APC45 PRO.jpg|thumb|none|450px|Brügger & Thomet APC45 PRO - .45 ACP]] |
+ | [[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger & Thomet APC9-P, for comparison - 9x19mm]] | ||
[[File:Mwiiiso45battlepass1.jpg|thumb|none|600px|The APC45 in the Battlepass screen.]] | [[File:Mwiiiso45battlepass1.jpg|thumb|none|600px|The APC45 in the Battlepass screen.]] | ||
[[File:Mwiiiso45idle.jpg|thumb|none|600px|Cpt. Price with the SMG in "Vondel," a fictional borough of Amsterdam.]] | [[File:Mwiiiso45idle.jpg|thumb|none|600px|Cpt. Price with the SMG in "Vondel," a fictional borough of Amsterdam.]] | ||
[[File:Mwiiiso45tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]] | [[File:Mwiiiso45tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]] | ||
− | [[File:Mwiiiso45emptystandardreload.jpg|thumb|none|600px|Pulling the charging handle during the empty reload. | + | [[File:Mwiiiso45emptystandardreload.jpg|thumb|none|600px|Pulling the charging handle during the empty reload. If interrupted by sprinting or switching weapons, the operator uses the bolt release with their trigger finger instead - which is also always used with "Fast Hands." This same animation quirk is present with the Razorback/VHS-2.]] |
[[File:Mwiiiso45sights.jpg|thumb|none|600px|Aiming down the flip-up sights in a bike shop in Amsterdam.]] | [[File:Mwiiiso45sights.jpg|thumb|none|600px|Aiming down the flip-up sights in a bike shop in Amsterdam.]] | ||
[[File:Mwiiiso45inspect2.jpg|thumb|none|600px|When inspecting the weapon, the character tosses the APC to their left hand the performs a brass check with the right hand.]] | [[File:Mwiiiso45inspect2.jpg|thumb|none|600px|When inspecting the weapon, the character tosses the APC to their left hand the performs a brass check with the right hand.]] | ||
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[[File:APC45 SD.jpg|thumb|none|450px|Brügger & Thomet APC45 SD - .45 ACP]] | [[File:APC45 SD.jpg|thumb|none|450px|Brügger & Thomet APC45 SD - .45 ACP]] | ||
[[File:APC9 K PRO.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO - 9x19mm]] | [[File:APC9 K PRO.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO - 9x19mm]] | ||
+ | |||
+ | ==Brügger & Thomet APC9 K PRO G== | ||
+ | In addition to the aforementioned APC45, the [[Brügger & Thomet APC9|APC9 K PRO G]] returns from ''Modern Warfare'', added in Season 6 under the name "ISO 9mm". By default it's loaded with 33-round Glock magazines, and also comes with a stock attachment option to retract its stock, which can also be used on its .45 caliber sibling. | ||
+ | |||
+ | [[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 K PRO G - 9x19mm]] | ||
+ | [[File:MWII APC9 (1).jpg|thumb|none|600px|In-game preview of the B+T APC9 K PRO G.]] | ||
+ | [[File:MWII APC9 (2).jpg|thumb|none|600px|Holding up a suspicious cactus with the ISO 9mm.]] | ||
+ | [[File:MWII APC9 (3).jpg|thumb|none|600px|Checking the irons against the rock - all the ISO series share these sights.]] | ||
+ | [[File:MWII APC9 (4).jpg|thumb|none|600px|The APC9 K's inspect, here seen in the operator's left hand.]] | ||
+ | [[File:MWII APC9 (5).jpg|thumb|none|600px|Setting the selector to semi-auto.]] | ||
+ | [[File:MWII APC9 (6).jpg|thumb|none|600px|Tactical reloads are done with the magazines held together like a Czech hedgehog.]] | ||
+ | [[File:MWII APC9 (7).jpg|thumb|none|600px|And the teeny charging handle is tugged if it runs dry.]] | ||
==FN P90 TR== | ==FN P90 TR== | ||
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==Heckler & Koch HK94A3== | ==Heckler & Koch HK94A3== | ||
− | 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. | + | 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 [https://hkparts.net/all-parts/hkp-mp5-cocking-handle-extended-knurled/ strange cylindrical charging handle] that differs from the other weapons in its family. |
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. | 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. | ||
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[[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.]] | [[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.]] | ||
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]] | [[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]] | ||
− | [[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]] | + | [[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the knurled extended charging handle.]] |
[[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]] | [[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]] | ||
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler & Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]] | [[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler & Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]] | ||
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===Heckler & Koch HK94A2=== | ===Heckler & Koch HK94A2=== | ||
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. | 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. | ||
− | [[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler & Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]] | + | |
+ | [[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler & Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]] | ||
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]] | [[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]] | ||
==Heckler & Koch HK94A3 (with integral suppressor)== | ==Heckler & Koch HK94A3 (with integral suppressor)== | ||
− | An integrally suppressed version of the aforementioned HK94A3 | + | An integrally suppressed version of the aforementioned HK94A3 (intended to pass for an [[MP5SD]]) was added in Season 5 Reloaded as the "Lachmann Shroud". In contrast to its unsuppressed counterpart, it lacks a full-auto option, and is instead fitted with a safe/semi-auto/3-round burst trigger group (which does in fact exist in real life). |
+ | |||
+ | The "JAK Decimator" aftermarket conversion kit added in ''MWIII'''s Season 4 converts the burst option to full auto, akin to the "JAK Patriot Kit" for the Colt Model 901/M16A3 below. | ||
+ | |||
[[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]] | [[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]] | ||
[[File:H&KMP5SD6.jpg|thumb|none|450px|Heckler & Koch MP5SD6, for comparison - 9x19mm]] | [[File:H&KMP5SD6.jpg|thumb|none|450px|Heckler & Koch MP5SD6, for comparison - 9x19mm]] | ||
+ | [[File:Mw22 mp5sd.jpg|thumb|none|600px|The "Lachmann Shroud" in the battle pass.]] | ||
+ | [[File:Mw22 mp5sd (1).jpg|thumb|none|600px|Alex checks the magazine on his totally-not-MP5SD, wondering whose idea was it at Lachmann & Meer to install on this weapon a S-3-1 trigger group.]] | ||
+ | [[File:Mw22 mp5sd (2).jpg|thumb|none|600px|Still angered by the fact that the HUD is bugged in private matches, he lets out his frustrations on the charging handle, giving it a forceful smack.]] | ||
+ | [[File:MP5SD-N.jpg|thumb|none|450px|Heckler & Koch MP5SD3 with Navy trigger group and stock extended - 9x19mm]] | ||
+ | [[File:MWIII JAK Decimator.jpg|thumb|none|600px|The JAK Decimator". The fire selection markings and JAK logo were originally more pronounced with outlines before an update turned them into simple indents.]] | ||
+ | |||
+ | ===Heckler & Koch HK94A2 (with integral suppressor)=== | ||
+ | Equipping the "Lachmann S76 Factory Stock" or the "Meer Recoil-56 Factory Stock" turns the gun into an integrally suppressed HK94A2, meant to stand in for an MP5SD5. The "JAK Decimator" conversion kit with the aforementioned gives it the Navy trigger group. | ||
+ | |||
+ | [[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler & Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]] | ||
+ | [[File:MP5SD 0-1-3.jpg|thumb|none|450px|Heckler & Koch MP5SD with safe/semi/3-round burst trigger group, for comparison - 9x19mm]] | ||
+ | [[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 with Navy trigger group - 9x19mm]] | ||
==Heckler & Koch MP7A2== | ==Heckler & Koch MP7A2== | ||
− | A fictionalized [[Heckler & Koch MP7A2]] appears as the "VEL 46" as part of the LMP platform. | + | A fictionalized [[Heckler & Koch MP7A2]] appears as the "VEL 46" as part of the LMP (likely meant to be short for Lachmann Meer Pistol or Lachmann Meer Piston) platform. |
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. | 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. | ||
− | [[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]] | + | |
+ | [[File:MP7A2.jpg|thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]] | ||
[[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.]] | [[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.]] | ||
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]] | [[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]] | ||
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==Interdynamic KG-9 / Intratec TEC-9 hybrid== | ==Interdynamic KG-9 / Intratec TEC-9 hybrid== | ||
− | A hybrid of the [[Interdynamic KG-9]] and the [[Intratec TEC-9]] was added to the handguns class in Season 3 Reloaded as the "FTAC Siege". The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant ("Ratchet BE"), an extended barrel and barrel shroud variant ("SuperTac-VI"), and an integrally suppressed variant ("Ratchet BE Tac"). An upper based on the TEC-9 Mini ("Mouse 99") is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard ("CMRN-50") and integrally suppressed ("NST-81", previously known as "STF-U") variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options. | + | A hybrid of the [[Interdynamic KG-9]] and the [[Intratec TEC-9]] was added to the handguns class in Season 3 Reloaded as the "FTAC Siege". Unlike the ''Black Ops Cold War'' counterpart, it fires from an open bolt like the KG-9, and is fully-automatic by default. |
+ | |||
+ | The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant ("Ratchet BE"), an extended barrel and barrel shroud variant ("SuperTac-VI"), and an integrally suppressed variant ("Ratchet BE Tac"). An upper based on the TEC-9 Mini ("Mouse 99") is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard ("CMRN-50") and integrally suppressed ("NST-81", previously known as "STF-U") variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options. | ||
The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the [[Beretta 93R]]. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, ''[[Call of Duty 2: Big Red One]]'' and ''Call of Duty: Mobile'' both feature such akimbo reload animations for pistols and the Vector respectively. | The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the [[Beretta 93R]]. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, ''[[Call of Duty 2: Big Red One]]'' and ''Call of Duty: Mobile'' both feature such akimbo reload animations for pistols and the Vector respectively. | ||
+ | |||
[[File:InterDynamicKG99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm]] | [[File:InterDynamicKG99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm]] | ||
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]] | [[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]] | ||
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[[File:Mwiitec96.jpg|thumb|none|600px|Inspecting the weapon after running out of rounds.]] | [[File:Mwiitec96.jpg|thumb|none|600px|Inspecting the weapon after running out of rounds.]] | ||
[[File:Mwiitec97.jpg|thumb|none|600px|Comically during the empty inspect, the operator will experience a malfunction while attempting to dry fire the gun.]] | [[File:Mwiitec97.jpg|thumb|none|600px|Comically during the empty inspect, the operator will experience a malfunction while attempting to dry fire the gun.]] | ||
− | [[File:Mwiiakimbotec91.jpg|thumb|none|600px|Posing with the | + | [[File:Mwiiakimbotec91.jpg|thumb|none|600px|Posing with the dual TEC-9 hybrids, Chicago skyline in the background.]] |
[[File:Mwiiakimbotec92.jpg|thumb|none|600px|Pretend firing the weapons gangsta style.]] | [[File:Mwiiakimbotec92.jpg|thumb|none|600px|Pretend firing the weapons gangsta style.]] | ||
[[File:Mwiiakimbotec93.jpg|thumb|none|600px|Tossing the used magazines after stuffing the guns into his armpits.]] | [[File:Mwiiakimbotec93.jpg|thumb|none|600px|Tossing the used magazines after stuffing the guns into his armpits.]] | ||
− | [[File:Interdynamic MP-9.jpg|thumb|none| | + | [[File:Interdynamic MP-9.jpg|thumb|none|400px|Interdynamic MP-9 - 9x19mm]] |
[[File:Mwiimp9tecloadout.jpg|thumb|none|600px|An MP-9-style build in the loadout screen.]] | [[File:Mwiimp9tecloadout.jpg|thumb|none|600px|An MP-9-style build in the loadout screen.]] | ||
[[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm]] | [[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm]] | ||
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==KRISS Vector== | ==KRISS Vector== | ||
− | 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", which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise | + | 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", which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise. |
− | 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 ( | + | 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 (the magazine has 14 witness holes though) which converts the Fennec to 2-round burst, and a 40-round AWB .45 ACP drum magazine overloaded to a 45-round capacity. |
− | The weapon has an extended barrel and handguard, the former similar in length to the 8" export model only available in Ukraine, and 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). | + | The weapon has an extended barrel and handguard, the former (intentionally or not) similar in length to the 8" export model only available in Ukraine, and 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). |
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). | 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). | ||
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]] | [[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]] | ||
− | [[File:Vector | + | [[File:Vector 8in SBR.jpg|thumb|none|450px|KRISS Vector SBR Gen II with Defiance M4 stock - 9x21mm IMI. This is an 8" barreled model sold in Ukraine.]] |
[[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. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]] | [[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. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]] | ||
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a "Fennec".]] | [[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a "Fennec".]] | ||
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==PP-19 Bizon-2== | ==PP-19 Bizon-2== | ||
− | The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the "Minibak", now with a more correctly modeled receiver, forend and | + | The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the "Minibak", now with a more correctly modeled receiver, forend, flash hider and pistol grip. However, the top cover is depicted with a horizontal rib, like AK-pattern rifles that have ribbed covers such as the AKM and AKS-74U. 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. |
+ | |||
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]] | [[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]] | ||
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]] | [[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]] | ||
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[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 "Vityaz-SN" - 9x19mm]] | [[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 "Vityaz-SN" - 9x19mm]] | ||
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]] | [[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]] | ||
− | [[File:Vityaz MWII idle.jpg|thumb|none|600px|A | + | [[File:Vityaz MWII idle.jpg|thumb|none|600px|A SPECGRU operator wields a PP-19-01.]] |
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]] | [[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]] | ||
− | [[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]] | + | [[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz - checking the magazine.]] |
− | [[File:Vityaz MWII inspect2.jpg|thumb|none|600px| | + | [[File:Vityaz MWII inspect2.jpg|thumb|none|600px|And the brass check.]] |
− | |||
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]] | [[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]] | ||
+ | [[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Charging the PP-19 with the right hand. With "Fast Hands," the underhanded style is used instead.]] | ||
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]] | [[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]] | ||
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]] | [[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]] | ||
==SIG-Sauer MPX== | ==SIG-Sauer MPX== | ||
− | + | The [[SIG-Sauer MPX]] Gen 2 appears as the "BAS-P" (likely an acronym for Bruen Assault System - Pistol). It is available in the campaign, and was added to multiplayer in Season 1. It is part of the "Bruen Ops" platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr. It is fitted with a stock inspired by the MPX PSB collapsible brace, previously seen on some MCX VIRTUS blueprints in ''Modern Warfare 2019''. | |
The optional barrels are the following: “12" Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5" Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5" Bruen Drake” (a 6.5" barrel with a factory MPX-style M-LOK handguard), and “4" Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5" barrel). | The optional barrels are the following: “12" Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5" Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5" Bruen Drake” (a 6.5" barrel with a factory MPX-style M-LOK handguard), and “4" Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5" barrel). | ||
− | + | Alejandro Vargas uses a customized MPX as his main weapon throughout the campaign. Said version became available in multiplayer as the "Battle Worn" blueprint, made unlockable during a time-limited event in Season 5. This blueprint's add-on flared magwell and titanium nitride-coated bolt also make it ideal for a [[John Wick: Chapter 3 - Parabellum|''John Wick'']] build, something likely intentional on the developers' part given how specific a combination this is. | |
+ | |||
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm Parabellum]] | [[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm Parabellum]] | ||
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]] | [[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]] | ||
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[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]] | [[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]] | ||
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]] | [[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]] | ||
− | [[File:MWII MPX Wick.jpg|thumb|none|600px|An MPX setup styled after John Wick's custom [[John Wick: Chapter 3 - Parabellum#TTI SIG-Sauer MPX Carbine|MPX Carbine]], making use of the | + | [[File:MWII MPX Wick.jpg|thumb|none|600px|An MPX setup styled after John Wick's custom [[John Wick: Chapter 3 - Parabellum#TTI SIG-Sauer MPX Carbine|MPX Carbine]], making use of the flared mag well and TiN-coated bolt found on Alejandro's "Battle Worn" blueprint.]] |
===SIG-Sauer MPX-SD=== | ===SIG-Sauer MPX-SD=== | ||
Equipping the “10.5" Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]]. | Equipping the “10.5" Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]]. | ||
+ | |||
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm Parabellum]] | [[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm Parabellum]] | ||
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]] | [[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]] | ||
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===SIG-Sauer MPX K=== | ===SIG-Sauer MPX K=== | ||
Using the “4" Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]]. | Using the “4" Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]]. | ||
+ | |||
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm Parabellum]] | [[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm Parabellum]] | ||
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the "BR Stockless Mod", "Bruen Flash" pistol grip, and a 20-round magazine.]] | [[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the "BR Stockless Mod", "Bruen Flash" pistol grip, and a 20-round magazine.]] | ||
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==Steyr AUG A3 9mm XS== | ==Steyr AUG A3 9mm XS== | ||
The [[Steyr AUG A3 9mm XS]] appears as the "MX9", fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines. | The [[Steyr AUG A3 9mm XS]] appears as the "MX9", fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines. | ||
+ | |||
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]] | [[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]] | ||
[[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.]] | [[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.]] | ||
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=Shotguns= | =Shotguns= | ||
==Benelli M4 Super 90== | ==Benelli M4 Super 90== | ||
− | The [[Benelli M4 Super 90]] appears as the "Expedite 12." It is used by Shadow Company and Task Force 141 members in the story. | + | The [[Benelli M4 Super 90]] appears as the "Expedite 12." This name would indicate that the shotgun is made by the in-game manufacturer "Expedite", however the marking on the model suggest that ForgeTac is the actual brand. It is used by Shadow Company and Task Force 141 members in the story. The model is notably stylized, with a rounded receiver and scalloping around the trigger group similar to the [[Benelli M2 Super 90|same company's M2]]. |
− | 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, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they | + | 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, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action (as they produce much less pressure than conventional shells), and would most likely require manual cycling. |
+ | |||
+ | The "Bryson Reverb-55 Stock" gives it a fixed stock similar to Magpul shotgun stocks, and the "419mm Schlager Salvo" and "FSS Frame Stock" resemble the forend and stock of the pump-action [[FABARM STF 12]]. | ||
− | |||
[[File:Benelli M4 Tactical.jpg|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]] | [[File:Benelli M4 Tactical.jpg|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]] | ||
− | [[File: | + | [[File:MW22 BenelliM4.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]] |
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his "Expedite 12" on the Mexican-American border.]] | [[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his "Expedite 12" on the Mexican-American border.]] | ||
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]] | [[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]] | ||
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[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]] | [[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]] | ||
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]] | [[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]] | ||
− | [[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]] | + | [[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. This implies a 6+1 capacity (which would correspond to the use of 3" shells in a 7-round tube); conversely, the draw animation shows the first shell being chambered by racking the charging handle, suggesting that the tube actually holds 7 rounds (corresponding to the use of conventional 2 3/4" shells) and the player character just doesn't bother loading it all the way.]] |
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]] | [[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]] | ||
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]] | [[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]] | ||
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==Browning Citori 725== | ==Browning Citori 725== | ||
− | 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. It is still used as an apparently favored weapon by Al-Qatala in the story. | + | 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. It is still used as an apparently favored weapon by Al-Qatala in the story and DMZ. The shotgun received a dual trigger attachment option with Season 6, allowing the player character to fire both barrels simultaneously. To help balance the need to reload after every trigger pull with this attachment, the player character will slide in both shells in simultaneously, as opposed to one after the other in the normal empty reload, essentially giving the gun the effects of Fast Hands. |
+ | |||
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]] | [[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]] | ||
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]] | [[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]] | ||
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[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]] | [[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]] | ||
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]] | [[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]] | ||
+ | |||
+ | ===Side by Side Shotgun=== | ||
+ | The "Super Shotgun" blueprint from the DOOM bundle is a [[Sawed-Off Double Barrel Shotgun|sawed-off side by side shotgun]]. As the entire weapon model is replaced, its attachments cannot be customized, though it should be noted that it's statistically identical to the Citori. One of its attachments is the double trigger, added just before this bundle and clearly specifically created to allow the Super Shotgun to function as it should. Faithful to its [[Doom (VG)|source material]], the entire shotgun is animated with the same jittery style as the original DOOM Super Shotgun as opposed to standard interpolation animation used in other weapons, although the animations revert to standard, albeit currently bugged, Citori animations when a camo is applied. Other changes include the original pixelated red muzzle flash, its sway pattern, and sound. | ||
+ | |||
+ | [[File:Remington SBS.jpg|thumb|none|400px|Remington Spartan sawed-off shotgun - 12 gauge]] | ||
=="Corvus Masterkey"== | =="Corvus Masterkey"== | ||
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. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. A Dragon's Breath-equipped model has also been introduced into the game with the release of Season 5 under the name "Corvus Torch". | 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. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. A Dragon's Breath-equipped model has also been introduced into the game with the release of Season 5 under the name "Corvus Torch". | ||
+ | |||
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]] | [[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]] | ||
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The "Corvus Masterkey", slung underneath an M203 heatshield attached to an M16.]] | [[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The "Corvus Masterkey", slung underneath an M203 heatshield attached to an M16.]] | ||
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==IWI Tavor TS12== | ==IWI Tavor TS12== | ||
− | The [[IWI Tavor TS12]] was added in Season 4 Reloaded as the "MX Guardian". Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable helical/prism magazine instead of the triple 5-round tube | + | The [[IWI Tavor TS12]] was added in Season 4 Reloaded as the "MX Guardian". Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable helical/prism magazine instead of the non-removable triple rotating 5-round tube setup of the real life version. Thus, upon reloading, the user simply swaps out the magazine instead of inserting individual shells. The in game weapon also sports a different pistol grip from the TS12 with a combination enclosed trigger guard and cutlass grip whereas the TS12 has just a cutlass grip. The Guardian is also fully automatic by default, with semi-automatic and two-round burst fire trigger packs (probably to simulate a binary trigger) as attachments, unlike the real TS12, which comes in semi-automatic by default (of course with the possibility of homemade trigger packs). Prior to the Season 5 update, the shotgun's in-game description described it as having the real version's three separate rotating magazine tubes. |
+ | |||
[[File:Tavor TS12.jpg|thumb|none|450px|IWI Tavor TS12 - 12 gauge]] | [[File:Tavor TS12.jpg|thumb|none|450px|IWI Tavor TS12 - 12 gauge]] | ||
[[File:Mwiits12battlepass.jpg|thumb|none|600px|The Tavor in the Battlepass.]] | [[File:Mwiits12battlepass.jpg|thumb|none|600px|The Tavor in the Battlepass.]] | ||
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[[File:Mwiits12idle.jpg|thumb|none|600px|Taking in the Amsterdam skyline in the mid-season map "Vondel Waterfront", while holding the mid-season weapon.]] | [[File:Mwiits12idle.jpg|thumb|none|600px|Taking in the Amsterdam skyline in the mid-season map "Vondel Waterfront", while holding the mid-season weapon.]] | ||
[[File:Mwiits12magazine1.jpg|thumb|none|600px|Inspecting the front of the magazine.]] | [[File:Mwiits12magazine1.jpg|thumb|none|600px|Inspecting the front of the magazine.]] | ||
− | [[File:Mwiits12magazine2.jpg|thumb|none|600px|Rear of the magazine. Based on the fictional design, it could be a | + | [[File:Mwiits12magazine2.jpg|thumb|none|600px|Rear of the magazine. Based on the fictional design, it could be a helical magazine. How 12 gauge shotgun shells feed through a helical magazine without constant issues is best not thought about.]] |
[[File:Mwiits12reload3.jpg|thumb|none|600px|Loading a new magazine. In both the inspect animations and the standard reloads, the player struggles with securing the magazine and gives it a smack to properly seat it. For the "Fast Hands" reload the player has no such issue loading it.]] | [[File:Mwiits12reload3.jpg|thumb|none|600px|Loading a new magazine. In both the inspect animations and the standard reloads, the player struggles with securing the magazine and gives it a smack to properly seat it. For the "Fast Hands" reload the player has no such issue loading it.]] | ||
[[File:Mwiits12reload4.jpg|thumb|none|600px|Pulling the charging handle.]] | [[File:Mwiits12reload4.jpg|thumb|none|600px|Pulling the charging handle.]] | ||
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As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode. | As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode. | ||
+ | |||
+ | Added in week 2 of Season 3 of ''Modern Warfare III'' is the "JAK Jawbreaker" aftermarket part, marking the first time an aftermarket kit can be used to modify a ''Modern Warfare II'' weapon. Replacing the entire receiver assembly, magazine, and adding a barrel shroud (which also extends the barrel considerably) with 3D printed furniture, the kit transforms the shotgun into a fully-automatic rifle chambered in .458 SOCOM. Despite the complete change from shot to bullets the weapon retains a massive hipfire deviation, meaning the only way to be remotely accurate with it is to aim down the sights. | ||
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]] | [[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]] | ||
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==Mossberg 590== | ==Mossberg 590== | ||
− | The [[Mossberg 590]] appears as the "Bryson 800". Unlike the previous ''Modern Warfare''’s pump-action shotguns | + | The [[Mossberg 590]] appears as the "Bryson 800". Unlike the previous ''Modern Warfare''’s pump-action shotguns, this weapon is chamber-loaded upon running empty, a rare instance in the ''Call of Duty'' franchise. |
+ | |||
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]] | [[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]] | ||
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]] | [[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]] | ||
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===Serbu Super Shorty=== | ===Serbu Super Shorty=== | ||
− | Equipping the “8" XRK CQB Barrel” and the "Stockless Pistol Grip" | + | Equipping the “8" XRK CQB Barrel” and the "Stockless Pistol Grip" via Gunsmith converts the "Bryson 800" into a [[Serbu Super Shorty]]. |
+ | |||
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]] | [[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]] | ||
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]] | [[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]] | ||
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[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]] | [[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]] | ||
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]] | [[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]] | ||
− | [[File:SuperShorty MWII reload1.jpg|thumb|none|600px| | + | [[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Pumping out a FRAG-12 shell.]] |
− | |||
− | |||
==Mossberg 590M== | ==Mossberg 590M== | ||
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A Los Vaqueros operative uses the 590M to breach a door in the "Cartel Protection" mission. | A Los Vaqueros operative uses the 590M to breach a door in the "Cartel Protection" mission. | ||
+ | |||
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]] | [[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]] | ||
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]] | [[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]] | ||
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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. The "Cursed" blueprint from Season 3 "features" a removed dust cover, which showcases the AK's bolt. | 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. The "Cursed" blueprint from Season 3 "features" a removed dust cover, which showcases the AK's bolt. | ||
+ | |||
+ | The "JAK Requiem" kit added in Season 4 of ''Modern Warfare III'' modifies the weapon (and the "Kastov 545") to use a counter-balanced rifle system to ''completely'' eliminate recoil, along with a change in the handguard and iron sights. | ||
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]] | [[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]] | ||
− | [[File:MW22 AK-103.jpg|thumb|none|600px|The AK-103 in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the | + | [[File:MW22 AK-103.jpg|thumb|none|600px|The AK-103 in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the receiver cover is depicted with a horizontal rib, like variants that have ribbed covers.]] |
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]] | [[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]] | ||
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]] | [[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]] | ||
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===AK-104=== | ===AK-104=== | ||
Equipping the "Kastovia 343" barrel turns the weapon into an [[AK-104]]. | Equipping the "Kastovia 343" barrel turns the weapon into an [[AK-104]]. | ||
+ | |||
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]] | [[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]] | ||
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]] | [[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]] | ||
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The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31). | The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31). | ||
+ | |||
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]] | [[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]] | ||
[[File:MW22 AK-105.jpg|thumb|none|600px|An AK-105 in the gunsmith preview screen, which has a tan version of the Picatinn-ized polymer AK handguard.]] | [[File:MW22 AK-105.jpg|thumb|none|600px|An AK-105 in the gunsmith preview screen, which has a tan version of the Picatinn-ized polymer AK handguard.]] | ||
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===AK-74M=== | ===AK-74M=== | ||
Equipping the "Kastovia 406" barrel turns the weapon into an [[AK-74M]]. | Equipping the "Kastovia 406" barrel turns the weapon into an [[AK-74M]]. | ||
+ | |||
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]] | [[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]] | ||
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the "Charcoal" finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]] | [[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the "Charcoal" finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]] | ||
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==AKS-74UN== | ==AKS-74UN== | ||
− | 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, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held "upside down" in their hand), then rocks it in and performs and underhand pull of the bolt, similar to | + | 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, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held "upside down" in their hand), then rocks it in and performs and underhand pull of the bolt, similar to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s [[AN-94]]. |
The loadout and progression menu images show 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 (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option. | The loadout and progression menu images show 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 (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option. | ||
− | The gun can be customized with ZenitCo furniture like handguards and stocks. | + | The gun can be customized with ZenitCo furniture like handguards and stocks. AKS-74U carbines with 20-round magazines are a common weapon used by Al-Qatala NPC forces in Al Mazrah in DMZ. In the ''MWIII'' campaign mission "Operation 627", Vladimir Makarov and prisoners are armed with the weapon, which has the tan magazine used on the AK-105. |
+ | |||
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]] | [[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]] | ||
− | [[File: | + | [[File:MW22 AKS74UN.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]] |
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]] | [[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]] | ||
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]] | [[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]] | ||
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==Brügger & Thomet APC556== | ==Brügger & Thomet APC556== | ||
− | The [[Brügger & Thomet APC556]] was added in Season 2, as the "ISO Hemlock". The rifle is part of the "ISO" platform, connecting the APC556 to its smaller | + | The [[Brügger & Thomet APC556]] was added in Season 2, as the "ISO Hemlock". The rifle is part of the "ISO" platform, connecting the APC556 to its smaller siblings, the [[Brügger & Thomet APC9|APC9]]/"ISO 9mm" and [[Brügger & Thomet APC45|APC45]]/"ISO 45". It also shares similar Magpul MBUS styled iron sights. |
− | The game files refer to the weapon as "ar_acharlie300", alluding to the APC300 variant. In addition, the ejection port is marked "Cal. 7.62x35mm" (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition. | + | The game files refer to the weapon as "ar_acharlie300", alluding to the APC300 variant. In addition, the ejection port is marked "Cal. 7.62x35mm" (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. It is also fitted with the Pro's non-reciprocating, ambidextrous folding charging handles. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition. |
− | Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock. | + | Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock. It's frequently used by Konni enforcers in DMZ and Warzone. |
[[File:APC556.jpg|thumb|none|450px|Brügger & Thomet APC556 with 308mm barrel - 5.56x45mm NATO]] | [[File:APC556.jpg|thumb|none|450px|Brügger & Thomet APC556 with 308mm barrel - 5.56x45mm NATO]] | ||
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Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army. | Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army. | ||
+ | |||
+ | ''Modern Warfare III'' Season 3 adds the "JAK Patriot Kit" aftermarket conversion package for the M16. Replacing the receiver, carrying handle and the handguard/barrel with a 3D-printed components (which would be overkill compared to replacing the fire control group, nevermind the fact that the 3D components would make this rifle fragile - actual 3D-printed AR-15 upper and lower receivers do exist, though they are noticeably different in design to make up for this loss of strength, with extra reinforcements in several areas), this conversion allows the weapon to become a fully-automatic rifle rather than burst-fire. The handguard is modeled after the M203 heat shield (not unlike the "Stock M16 Grenadier" of the previous installment), and since this replaces the barrel of the weapon, it cannot be used to make full-auto versions of the below look-a-like carbine M16 variants. | ||
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]] | [[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]] | ||
[[File:M16A4withANPEQ&ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]] | [[File:M16A4withANPEQ&ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]] | ||
− | [[File: | + | [[File:MW22 M901.jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]] |
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]] | [[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]] | ||
− | [[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 character here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the "M16A2" markings on the magwell, which (intentionally or not) would be correct for | + | [[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 character here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the "M16A2" markings on the magwell, which (intentionally or not) would be correct for a Colt Model 901, as the receiver of the real weapon is indeed marked as such.]] |
[[File:Mw22 m16 (6).jpg|thumb|none|600px|"Aiming" through the way too large carry handle rear aperture.]] | [[File:Mw22 m16 (6).jpg|thumb|none|600px|"Aiming" through the way too large carry handle rear aperture.]] | ||
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]] | [[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]] | ||
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the "M4".]] | [[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the "M4".]] | ||
− | [[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".]] | + | [[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher ('''photoshopped''') - 5.56x45mm / 40x46mm]] |
+ | [[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". The heatshield is automatically fitted when using the M203 and standard barrel.]] | ||
+ | [[File:MWIII JAK Patriot.jpg|thumb|none|600px|The JAK Patriot in the customization screen.]] | ||
+ | |||
+ | ===Colt Model 933=== | ||
+ | The “11.5" Carbine Shroud” attachment gives it an AR carbine handguard/11.5" barrel/AR front sight, effectively turning it into a [[Colt Model 933]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver). | ||
− | + | [[File:ColtM4commando.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]] | |
− | + | [[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the “11.5" Carbine Shroud” and telescopic stock and you got yourself a Model 933.]] | |
− | [[File: | ||
− | [[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the | ||
===Mk 18 Mod 1=== | ===Mk 18 Mod 1=== | ||
− | Fitting the M16 with the | + | Fitting the M16 with the “11.5" T-H4 Barrel” and any telescoping stock will create a Mk 18 Mod 1. |
+ | |||
[[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]] | [[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]] | ||
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]] | [[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]] | ||
===M4A1 Carbine=== | ===M4A1 Carbine=== | ||
− | The “14" Carbine | + | 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). |
− | [[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]] | + | |
+ | [[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm NATO]] | ||
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]] | [[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]] | ||
[[File:Mwiim43rd2.jpg|thumb|none|600px|The "Burgertown Operator" with an M4A1 and two inflatable decoys.]] | [[File:Mwiim43rd2.jpg|thumb|none|600px|The "Burgertown Operator" with an M4A1 and two inflatable decoys.]] | ||
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A pseudo FAMAS FÉLIN build can be achieved by adding the "3x RFL-Optic" and "OP-X9 Foregrip" to the aforementioned pistol grip and stock. | A pseudo FAMAS FÉLIN build can be achieved by adding the "3x RFL-Optic" and "OP-X9 Foregrip" to the aforementioned pistol grip and stock. | ||
+ | |||
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]] | [[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]] | ||
[[File:MwiifamasV1.jpg|thumb|none|600px|Holding the FAMAS on the newest iteration of "Strike" from the original Modern Warfare.]] | [[File:MwiifamasV1.jpg|thumb|none|600px|Holding the FAMAS on the newest iteration of "Strike" from the original Modern Warfare.]] | ||
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[[File:MwiifamasV6.jpg|thumb|none|600px|Performing a tactical reload.]] | [[File:MwiifamasV6.jpg|thumb|none|600px|Performing a tactical reload.]] | ||
[[File:MwiifamasV7.jpg|thumb|none|600px|Tugging the charging handle. For the "fast hands" reload, the player doesn't turn the rifle to the left.]] | [[File:MwiifamasV7.jpg|thumb|none|600px|Tugging the charging handle. For the "fast hands" reload, the player doesn't turn the rifle to the left.]] | ||
− | [[File:MwiifamasV8.jpg|thumb|none|600px|Sandwiching magazines during the "fast hands" tactical reload on a psudo FÉLIN build. This animation is very similar to the tactical reload the FAMAS in | + | [[File:MwiifamasV8.jpg|thumb|none|600px|Sandwiching magazines during the "fast hands" tactical reload on a psudo FÉLIN build. This animation is very similar to the tactical reload the FAMAS in ''MW19'' had.]] |
[[File:MwiifamasV9.jpg|thumb|none|600px|Actuating the trigger guard housed fire selector.]] | [[File:MwiifamasV9.jpg|thumb|none|600px|Actuating the trigger guard housed fire selector.]] | ||
[[File:MwiifamasV10.jpg|thumb|none|600px|Chamber checking on empty.]] | [[File:MwiifamasV10.jpg|thumb|none|600px|Chamber checking on empty.]] | ||
==FN SCAR-H== | ==FN SCAR-H== | ||
− | 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 | + | 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 offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if "SCHotel" is its in-universe model name; following the standards of internal file names, "S C Hotel" naturally stands for "'''SC'''AR-'''H'''". This time, it is correctly classified as a battle rifle instead of an assault rifle. |
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]] | [[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]] | ||
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==FN SCAR 17S== | ==FN SCAR 17S== | ||
− | 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 rail extension and a fixed stock resembling an [[FN SSR]]/SCAR 20S stock or a KRG SCAR Long Range Stock | + | 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 rail extension and a fixed stock resembling an [[FN SSR]]/SCAR 20S stock or a KRG SCAR Long Range Stock. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being 5-rounds-underloaded compared to real life. |
− | [[File:SCAR 17S BLK.jpg|thumb|none|450px|FN SCAR 17S | + | It is chambered in 6.5mm Creedmoor. At the time of the game's release, the real SCAR 17S could be converted to use this cartridge (while the SCAR 20S had received that caliber as a factory option). Interestingly, a year later (September 2023), FN America announced the availability of a limited-edition SCAR 17S DMR that is actually chambered in 6.5mm Creedmoor and has a fixed SSR stock. |
+ | |||
+ | [[File:SCAR 17S BLK.jpg|thumb|none|450px|FN SCAR 17S Black - 7.62x51mm NATO]] | ||
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]] | [[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]] | ||
[[File:MW22 SCAR17S.jpg|thumb|none|600px|The SSR lookalike in the gunsmith preview screen. Note the fictionalized safe/semi-auto only fire selector.]] | [[File:MW22 SCAR17S.jpg|thumb|none|600px|The SSR lookalike in the gunsmith preview screen. Note the fictionalized safe/semi-auto only fire selector.]] | ||
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==FN SCAR-L== | ==FN SCAR-L== | ||
− | 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 PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available. | + | 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 "PDSW 528," a fictionalized P90 variant. It is depicted with incorrect H&K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available. |
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. | 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. | ||
Marines in "Kill or Capture" have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments. | Marines in "Kill or Capture" have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments. | ||
+ | |||
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]] | [[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]] | ||
− | [[File: | + | [[File:MW22 SCARL.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 Tactique Verte markings.]] |
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]] | [[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]] | ||
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]] | [[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]] | ||
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[[File:Mwiicaliburnscarl4.jpg|thumb|none|600px|Holding the bolt open, right side.]] | [[File:Mwiicaliburnscarl4.jpg|thumb|none|600px|Holding the bolt open, right side.]] | ||
[[File:Mwiicaliburnscarl6.jpg|thumb|none|600px|A strange bug that happens with a few guns in third person, when chamber checking on empty, the character pushes the bolt carrier way past where it would physically be able to go, while the barrel itself gets pushed backwards.]] | [[File:Mwiicaliburnscarl6.jpg|thumb|none|600px|A strange bug that happens with a few guns in third person, when chamber checking on empty, the character pushes the bolt carrier way past where it would physically be able to go, while the barrel itself gets pushed backwards.]] | ||
− | [[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.]] | + | [[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 "Violence and Timing", or more specifically the mission portion of the reveal trailer.]] |
[[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.]] | [[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.]] | ||
===FN SCAR-L CQC=== | ===FN SCAR-L CQC=== | ||
− | Equipping the SCAR-L with the " | + | Equipping the SCAR-L with the “12" Tacshort Barrel” will give it a CQC-length barrel. |
+ | |||
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]] | [[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]] | ||
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]] | [[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]] | ||
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===FN SCAR-L LB=== | ===FN SCAR-L LB=== | ||
− | The | + | The “17.5" Tundra Pro Barrel” turns it into the LB variant. |
+ | |||
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18" LB (Long Barrel) - 5.56x45mm NATO]] | [[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18" LB (Long Barrel) - 5.56x45mm NATO]] | ||
− | [[File: | + | [[File:MW22 SCARL LB.jpg|none|thumb|600px|A not-so perfect tan SCAR-L LB in the gunsmith preview.]] |
− | ==Heckler & Koch HK91A2== | + | ==General Dynamics RM277== |
− | 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. | + | A [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based bullpup rifle was added to the battle rifles class in Season 3 under the name "Cronen Squall". It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is fitted with stylized Magpul MBUS. It is chambered in "6.8 Wrath", an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (now designated as the XM7) that prevailed over the RM277 in the NGSW trials. |
+ | |||
+ | The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available; the rifle can also equip its proprietary micro flow-through Brevis III suppressor. | ||
+ | |||
+ | While the real rifle fires from either a closed bolt or an open bolt and can switch between these modes by a switch, its in-game incarnation is depicted as always firing from an open bolt (with the same firing delay given to all other open bolt weapons) and is missing its closed/open bolt switch. | ||
+ | |||
+ | [[File:RM277-R.jpg|thumb|none|450px|General Dynamics RM277-R (first publicly revealed prototype) - 6.8mm TVCM]] | ||
+ | [[File:MDRX 308 FDE.jpg|thumb|none|450px|Desert Tech MDRX - .308 Winchester]] | ||
+ | [[File:RM277 MWII battlepasspreview.jpg|thumb|none|600px|The RM277/Desert Tech hybrid rifle in the battlepass preview.]] | ||
+ | [[File:Mwiirm277spawn.jpg|thumb|none|600px|Tugging the charging handle when spawning with the rifle.]] | ||
+ | [[File:Mwiirm277idle.jpg|thumb|none|600px|Holding the gun on the new "Alley" gunfight map.]] | ||
+ | [[File:Mwiirm277irons.jpg|thumb|none|600px|Using the Magpul MBUS style sights on a particularly disgusting mattress.]] | ||
+ | [[File:Mwiirm277inspect3.jpg|thumb|none|600px|Inspecting the magazine...]] | ||
+ | [[File:Mwiirm277inspect2.jpg|thumb|none|600px|...then checking the right side.]] | ||
+ | [[File:Mwiirm277reloadpart.jpg|thumb|none|600px|Regular reload.]] | ||
+ | [[File:Mwiirm277empty.jpg|thumb|none|600px|Dropping the bolt during an empty reload.]] | ||
+ | [[File:Mwiirm277mostlyempty.jpg|thumb|none|600px|Loading a mostly spent mag. Note the strange presence of a bullet in the bottom of the magazine.]] | ||
+ | [[File:Mwiirm277inspectcomposite.jpg|thumb|none|600px|Inspecting the magazine loaded with 6.8mm TVCM. Also note selector set to semi-auto.]] | ||
+ | [[File:Mwiirm277compositefasthands.jpg|thumb|none|600px|Sandwiching magazines during the "fast hands" reload. When empty, the bolt is released without turning the weapon.]] | ||
+ | [[File:Mwiirm277empty1updt.jpg|thumb|none|600px|Empty inspect animation involves checking the mag...]] | ||
+ | [[File:Mwiirm277empty2updt.jpg|thumb|none|600px|...then flipping the rifle to the right side...]] | ||
+ | [[File:Mwiirm277empty3.jpg|thumb|none|600px|...then tugging the charging handle a few times before locking the bolt back and inserting the empty magazine.]] | ||
+ | |||
+ | ==Heckler & Koch HK91A2== | ||
+ | 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. | ||
It is a standard rifle of the Mexican Army in-game. | It is a standard rifle of the Mexican Army in-game. | ||
+ | |||
[[File:HK Model 91.jpg|thumb|none|450px|Heckler & Koch HK91A2 - 7.62x51mm NATO]] | [[File:HK Model 91.jpg|thumb|none|450px|Heckler & Koch HK91A2 - 7.62x51mm NATO]] | ||
[[File:HKG3A3.jpg|thumb|none|450px|Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO]] | [[File:HKG3A3.jpg|thumb|none|450px|Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO]] | ||
− | [[File: | + | [[File:MW22 HK91A2.jpg|thumb|none|600px|The HK91A2 in the preview screen. Note that it has a less diagonal magwell compared to the real weapon. The magazines also load straight insertion style, compared to the semi rock-and-lock of real G3 mags.]] |
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]] | [[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]] | ||
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]] | [[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]] | ||
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===Heckler & Koch HK91A3=== | ===Heckler & Koch HK91A3=== | ||
Fitting the rifle with the "Lachmann S9 Factory" stock makes it resemble an HK91A3. | Fitting the rifle with the "Lachmann S9 Factory" stock makes it resemble an HK91A3. | ||
+ | |||
[[File:HK91A3.jpg|thumb|none|450px|Heckler & Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]] | [[File:HK91A3.jpg|thumb|none|450px|Heckler & Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]] | ||
− | [[File: | + | [[File:MW22 HK91A3.jpg|thumb|none|600px|Both sides of the pseudo-HK91A3.]] |
===Heckler & Koch HK11=== | ===Heckler & Koch HK11=== | ||
Equipping the “Romeo FT 16" Barrel” or “15.9" Lachmann Rapp Barrel” makes for a [[Heckler & Koch HK11]] mockup. | Equipping the “Romeo FT 16" Barrel” or “15.9" Lachmann Rapp Barrel” makes for a [[Heckler & Koch HK11]] mockup. | ||
+ | |||
[[File:Hk11e.jpg|thumb|none|450px|Heckler & Koch HK11E - 7.62x51mm NATO]] | [[File:Hk11e.jpg|thumb|none|450px|Heckler & Koch HK11E - 7.62x51mm NATO]] | ||
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]] | [[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]] | ||
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===HK51=== | ===HK51=== | ||
The shorter barrels such as the “Meer-56 11" Factory Barrel” can be used for an [[HK51]]-style carbine. | The shorter barrels such as the “Meer-56 11" Factory Barrel” can be used for an [[HK51]]-style carbine. | ||
+ | |||
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]] | [[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]] | ||
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]] | [[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]] | ||
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[[File:HK93FullStock.jpg|thumb|none|450px|Heckler & Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]] | [[File:HK93FullStock.jpg|thumb|none|450px|Heckler & Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]] | ||
− | [[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish | + | [[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish [[MKEK]]-made ones.]] |
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]] | [[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]] | ||
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]] | [[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]] | ||
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===Heckler & Koch HK93A3=== | ===Heckler & Koch HK93A3=== | ||
Fitting the weapon with the "Lachmann S9 Factory" stock and the full-sized "Lachmann Nova" barrel turns it into an HK93A3. | Fitting the weapon with the "Lachmann S9 Factory" stock and the full-sized "Lachmann Nova" barrel turns it into an HK93A3. | ||
− | [[File:Hk93a3.jpg|thumb|none|450px|Heckler & Koch HK93A3 - 5.56x45mm NATO | + | |
+ | [[File:Hk93a3.jpg|thumb|none|450px|Heckler & Koch HK93A3 - 5.56x45mm NATO]] | ||
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]] | [[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]] | ||
===Heckler & Koch HK13=== | ===Heckler & Koch HK13=== | ||
A [[Heckler & Koch HK series machine guns|Heckler & Koch HK13]] build can be made with the “15.9" Lachmann RAPP Barrel,” in addition to other parts to complete the look. | A [[Heckler & Koch HK series machine guns|Heckler & Koch HK13]] build can be made with the “15.9" Lachmann RAPP Barrel,” in addition to other parts to complete the look. | ||
+ | |||
[[File:MM13.jpg|thumb|none|450px|Heckler & Koch HK13 - 5.56x45mm NATO]] | [[File:MM13.jpg|thumb|none|450px|Heckler & Koch HK13 - 5.56x45mm NATO]] | ||
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]] | [[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]] | ||
==HS Produkt VHS-K2== | ==HS Produkt VHS-K2== | ||
− | A heavily stylized [[HS Produkt VHS-K2]] with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the "Tempus Razorback." The top rail assembly resembles that of the [[FB MSBS Grot|FB MSBS Grot B]] (alongside the "TA ERGO" stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the | + | A heavily stylized [[HS Produkt VHS-K2]] with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the "Tempus Razorback." The top rail assembly resembles that of the [[FB MSBS Grot|FB MSBS Grot B]] (alongside the "TA ERGO" stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the “17" IO-XL” barrel attachment; this barrel is longer than standard, roughly between the VHS-K2 and VHS-D2. The “13" Frenzy IX” barrel features a shorter optics rail as well as a unique red dot sight which replaces the ironsights; this sight can itself be replaced by other optics. The default empty reload animation has an interesting dynamic feature - normally, the charging handle is used, but interrupting it by swapping or sprinting will result in the operator using the bolt release after the interruption. |
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]] | [[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]] | ||
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[[File:VHS-D2 and optical sight.jpg|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]] | [[File:VHS-D2 and optical sight.jpg|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]] | ||
[[File:Mwiirazorbackvhs.jpg|thumb|none|600px|The VHS-D2 style build with the 17" IO-XL barrel & LTX Eclipse comb.]] | [[File:Mwiirazorbackvhs.jpg|thumb|none|600px|The VHS-D2 style build with the 17" IO-XL barrel & LTX Eclipse comb.]] | ||
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=="M4"== | =="M4"== | ||
− | A fully-automatic custom [[AR-15]]-type carbine with a 12.5" barrel appears as the "M4", based on the Geissele M4A1 URG-I (also informally known as the M4A1 "Block III") used by USASOC and even some Navy SEAL operators. 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/MK8-style hybrid handguard depicted with an 11.5" length, 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. | + | A fully-automatic custom [[AR-15]]-type carbine with a 12.5" barrel appears as the "M4", based on the [[Geissele Super Duty|Geissele M4A1 URG-I]] (also informally known as the M4A1 "Block III") used by USASOC and even some Navy SEAL operators. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/[[SIG-Sauer M400|SIG M400]] while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard depicted with an 11.5" length, 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. |
− | The “14" Carbine | + | 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 “Hightower 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. |
Other barrel options include the “7.5" Tempus Firebrand”, the "Tempus Trench Pro", which retains the same barrel and 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/RIS II rail and a 10.3-inch barrel, despite it being stated as longer. | Other barrel options include the “7.5" Tempus Firebrand”, the "Tempus Trench Pro", which retains the same barrel and 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/RIS II rail and a 10.3-inch barrel, despite it being stated as longer. | ||
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo. | In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo. | ||
+ | |||
+ | Season 4 of ''Modern Warfare III'' adds the "JAK Harbinger Kit" aftermarket conversion, which supposedly rechambers the rifle to fire .50 caliber (most likely .50 Beowulf) using the same 15-round mags as the .410 "Riveter". However, in gameplay it's currently listed as being chambered in ".450 Huntsman" (in-universe name for .450 Bushmaster). | ||
+ | |||
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm]] | [[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm]] | ||
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]] | [[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]] | ||
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[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]] | [[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]] | ||
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]] | [[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]] | ||
− | [[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 | + | [[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 M16 and the "FTac Recon".]] |
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]] | [[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]] | ||
− | [[File:Mwiim4g1empty1.jpg|thumb|none|600px| | + | [[File:Mwiim4g1empty1.jpg|thumb|none|600px|Bored of the offered Sports TV programming, an operator inspects their empty M4's PMAG. Note the decidedly-not Magpul follower, which more resembles the USGI EPM follower, but orange and on the traditional side of the follower.]] |
[[File:Mwiim4g1empty2.jpg|thumb|none|600px|Locking the bolt back after running the action a few times.]] | [[File:Mwiim4g1empty2.jpg|thumb|none|600px|Locking the bolt back after running the action a few times.]] | ||
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah. Completing the campaign earns this set up for use as the "Union Guard" blueprint.]] | [[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah. Completing the campaign earns this set up for use as the "Union Guard" blueprint.]] | ||
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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. | 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. | ||
+ | |||
[[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.]] | [[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.]] | ||
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]] | [[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]] | ||
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==M14== | ==M14== | ||
Two [[M14]] variants appear in the game. The "SO-14" is a variant classified 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 18" Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22" Factory Fourteen Barrel” option, as well as a “16" Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. 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. All box magazine options for both M14s are loaded with 5 rounds less than their real capacities a la the faux SCAR Mk 20 in the game. | Two [[M14]] variants appear in the game. The "SO-14" is a variant classified 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 18" Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22" Factory Fourteen Barrel” option, as well as a “16" Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. 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. All box magazine options for both M14s are loaded with 5 rounds less than their real capacities a la the faux SCAR Mk 20 in the game. | ||
+ | |||
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]] | [[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]] | ||
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]] | [[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]] | ||
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==M14 (in Sage EBR chassis)== | ==M14 (in Sage EBR chassis)== | ||
The marksman rifle-classed "EBR-14" returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22" barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available. | The marksman rifle-classed "EBR-14" returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22" barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available. | ||
+ | |||
[[File:M14ALCS.jpg|thumb|none|450px|M1A in Sage EBR chassis - 7.62x51mm NATO]] | [[File:M14ALCS.jpg|thumb|none|450px|M1A in Sage EBR chassis - 7.62x51mm NATO]] | ||
[[File:MW22 EBR.jpg|thumb|none|600px|The "EBR-14" in the loadout screen.]] | [[File:MW22 EBR.jpg|thumb|none|600px|The "EBR-14" in the loadout screen.]] | ||
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===Mk 14 Mod 0 EBR=== | ===Mk 14 Mod 0 EBR=== | ||
Equipping the “18" Lonestar” or “18" T300” barrel makes the weapon resemble a [[Mk 14 Mod 0 EBR]]. | Equipping the “18" Lonestar” or “18" T300” barrel makes the weapon resemble a [[Mk 14 Mod 0 EBR]]. | ||
+ | |||
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]] | [[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]] | ||
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A close approximation of the Mk 14 Mod 0 with “18" T300 Barrel”, "FTac Locus SP" scope, and "Lockgrip Precision-40" foregrip. It's also got the "15 Round Mag," which seems to be standard 20-rounder underloaded.]] | [[File:MWII Mk14 (1).jpg|thumb|none|600px|A close approximation of the Mk 14 Mod 0 with “18" T300 Barrel”, "FTac Locus SP" scope, and "Lockgrip Precision-40" foregrip. It's also got the "15 Round Mag," which seems to be standard 20-rounder underloaded.]] | ||
+ | |||
+ | ==Malyuk== | ||
+ | The [[Malyuk]] was added in Season 6 as the "TR-76 Geist". Despite that name, the rifle's markings seem to show its in-universe name as "Usenko", as well as correctly being marked as made in Ukraine. | ||
+ | |||
+ | [[File:Malyuk AR.jpg|thumb|none|450px|Malyuk - 7.62x39mm]] | ||
+ | [[File:MWII Malyuk (1).jpg|thumb|none|600px|Viewing the Malyuk in Gunsmith.]] | ||
+ | [[File:MWII Malyuk (2).jpg|thumb|none|600px|On patrol as Gromsko with the Malyuk in Mexico.]] | ||
+ | [[File:MWII Malyuk (3).jpg|thumb|none|600px|It comes with Troy style folding BUIS as standard.]] | ||
+ | [[File:MWII Malyuk (4).jpg|thumb|none|600px|The plum mag is gazed at in the inspect animation, then racked on the pistol grip twice. The cartridges are actually visible misaligned at first, with the tap reseating them correctly, as is the purpose of tapping the mag.]] | ||
+ | [[File:MWII Malyuk (5).jpg|thumb|none|600px|After which the chamber is checked.]] | ||
+ | [[File:MWII Malyuk (6).jpg|thumb|none|600px|Toggling the rearward fire selector.]] | ||
+ | [[File:MWII Malyuk (7).jpg|thumb|none|600px|Performing the regular reload with both mags, akin to the AK-103.]] | ||
+ | [[File:MWII Malyuk (8).jpg|thumb|none|600px|Upon empty, the old mag is shaken out and batted away by the new one for good measure.]] | ||
+ | [[File:MWII Malyuk (9).jpg|thumb|none|600px|Operating the charging handle.]] | ||
==Marlin Model 336== | ==Marlin Model 336== | ||
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. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart. | 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. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart. | ||
+ | |||
+ | For ''Modern Warfare III'', the Model 336 received an aftermarket "part" (if replacing the ''entire gun'' would be a bit of a stretch for a "part") known as the "JAK Wardens". Since this "conversion" changed the Model 336 into an entirely separate gun, it has its [[Call of Duty: Modern Warfare III (2023)#Winchester Model 1887|own dedicated section]] on the ''Modern Warfare III'' page. | ||
+ | |||
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]] | [[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]] | ||
− | [[File: | + | [[File:MW22 Marlin336.jpg|thumb|none|600px|The Marlin 336 in the preview screen.]] |
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]] | [[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]] | ||
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at a [[Breaking Bad|suspicious RV]].]] | [[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at a [[Breaking Bad|suspicious RV]].]] | ||
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==SIG-Sauer MCX VIRTUS== | ==SIG-Sauer MCX VIRTUS== | ||
− | The [[SIG-Sauer MCX VIRTUS]] returns from the previous game as the "M13B". It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel | + | The [[SIG-Sauer MCX VIRTUS]] returns from the previous game 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 10 inches (which is not a standard length on the real VIRTUS). While not available in the campaign, it is seen in the hands of Kyle "Gaz" Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's signature weapon throughout the campaign (with a distinct two tone finish resembling the classic ''MW2'' ACR). It was added to multiplayer as part of Season 1. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the "Health Hazard" blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon. |
It has 6.75" and 14.5" barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload. | It has 6.75" and 14.5" barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload. | ||
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[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]] | [[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]] | ||
− | ==SIG-Sauer MCX | + | ==SIG-Sauer MCX VIRTUS (.300 Blackout)== |
− | A | + | A shorter-barreled (approximately 6.75 inches), .300 AAC Blackout version of the aforementioned MCX VIRTUS was added during Season 5 as the "M13C". While it is apparently intended to pass for a [[SIG-Sauer MCX Rattler]], judging by the "ar_ralpha" internal file name and the chambering, it is actually an MCX VIRTUS, as evidenced by the forward assist and the barrel length. It is fitted with a stylized handguard that is somewhat reminiscent of the MCX Rattler Canebrake. |
− | [[File: | + | Despite sharing many features with the M13B, the C seems to be manufactured by a different company, instead of the analogue for SIG, called "Bruen", the M13C has FJX markings, which also makes the [[Cheytac M-200 Intervention]] ("FJX Imperium") in-universe. Despite this the gun is in the same "Bruen Ops" platform as its 5.56 model. |
+ | [[File:MCX VIRTUS 6.75 MI.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 6.75" barrel, Midwest Industries 6" handguard and SLX762C-QD suppressor - .300 Blackout]] | ||
+ | [[File:SIG Canebrake01.jpg|thumb|none|450px|SIG-Sauer MCX Rattler Canebrake, for comparison - .300 Blackout]] | ||
+ | [[File:Codmw22m13c (1).jpg|thumb|none|600px|Gunsmith view of the compact MCX. Note the FJX markings on the receiver.]] | ||
+ | [[File:Codmw22m13c (2).jpg|thumb|none|600px|Its left side. Note the QR code sticker and .300 BLK band on the magazine to avoid unfortunate mistakes.]] | ||
+ | [[File:Codmw22m13c (3).jpg|thumb|none|600px|Holding the carbine.]] | ||
+ | [[File:Codmw22m13c (4).jpg|thumb|none|600px|Inspecting the magazine full of .300 BLK rounds.]] | ||
+ | [[File:Codmw22m13c (5).jpg|thumb|none|600px|Reloading from empty. All animations are shared with the full size 5.56 model.]] | ||
+ | [[File:Codmw22m13c (6).jpg|thumb|none|600px|Pulling the charging handle back on an empty M13C.]] | ||
==SIG-Sauer MCX / Honey Badger hybrid== | ==SIG-Sauer MCX / Honey Badger hybrid== | ||
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It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon "Ghost" Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10" SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward. | It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon "Ghost" Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10" SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward. | ||
− | As with the | + | As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools. |
− | |||
− | |||
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]] | [[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]] | ||
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]] | [[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]] | ||
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==Steyr AUG A3== | ==Steyr AUG A3== | ||
− | The [[Steyr AUG A3]] appears as the "STB 556". | + | The [[Steyr AUG A3]] appears as the "STB 556"; this is presumably short for "'''St'''urm'''b'''üchse", a name which would accurately translate to "assault rifle", though it sees little (read: no) use compared to the more common "Sturmgewehr". |
+ | |||
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]] | [[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]] | ||
[[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.]] | [[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.]] | ||
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=Sniper Rifles= | =Sniper Rifles= | ||
==Accuracy International AW50== | ==Accuracy International AW50== | ||
− | The [[Accuracy International AW50]] appears as the "Victus XMR"; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''. | + | The [[Accuracy International AW50]] appears as the "Victus XMR"; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''. It is the only bolt-action rifle in the game that does not have the "Bolt" attachment category, meaning it is impossible to change the cycle speed of the weapon. |
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]] | [[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]] | ||
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[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]] | [[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]] | ||
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]] | [[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]] | ||
− | [[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's | + | [[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's receiver.]] |
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]] | [[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]] | ||
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]] | [[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]] | ||
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==Barrett MRAD== | ==Barrett MRAD== | ||
− | The [[Barrett MRAD]] appears as the "MCPR-300" (standing for " | + | The [[Barrett MRAD]] appears as the "MCPR-300" (standing for "'''M'''ulti-'''C'''aliber '''P'''recision '''R'''ifle", .'''300''' Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as "Victus XMR" in the campaign missions "Recon By Fire" and "Countdown" respectively, and all other MRADs found in the story have the same naming issue. |
+ | |||
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]] | [[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]] | ||
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen. As with nearly all weapons in the game, its design is slightly fictionalized. On this one, the detail is near-imperceptible. The widened part of the receiver where the bolt goes when it's pulled back ends a centimeter or so short of the stock hinge, whereas on the real version, it goes all the way back.]] | [[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen. As with nearly all weapons in the game, its design is slightly fictionalized. On this one, the detail is near-imperceptible. The widened part of the receiver where the bolt goes when it's pulled back ends a centimeter or so short of the stock hinge, whereas on the real version, it goes all the way back.]] | ||
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[[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]] | [[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]] | ||
[[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas with the CheyTac on Pelayo's Lighthouse, a spiritual successor to Estate from the original ''MW2''. As with its appearance in that game, the M200 is also held by its magazine.]] | [[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas with the CheyTac on Pelayo's Lighthouse, a spiritual successor to Estate from the original ''MW2''. As with its appearance in that game, the M200 is also held by its magazine.]] | ||
− | [[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle while resisting the urge to make yet another [[ | + | [[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle while resisting the urge to make yet another [[Call of Duty: Modern Warfare 2#Cheyenne Tactical M200 Intervention|360 no-scope]] joke.]] |
[[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]] | [[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]] | ||
[[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the Intervention.]] | [[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the Intervention.]] | ||
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[[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its "proper" form.]] | [[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its "proper" form.]] | ||
[[File:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 CheyTac]] | [[File:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 CheyTac]] | ||
− | [[File:MWII CT M100.jpg|thumb|none|600px|The Intervention with the | + | [[File:MWII CT M100.jpg|thumb|none|600px|The Intervention with the “LR-Retort 19"” barrel, similar to the M100 version.]] |
==Gepard GM6 Lynx== | ==Gepard GM6 Lynx== | ||
The [[Gepard GM6 Lynx]] appears as the "Signal 50". It can be given its correct stock pad with the "FSS Echo Stock" attachment. A GM6 can be found atop the prison wall at the end of the "Prison Break" mission. | The [[Gepard GM6 Lynx]] appears as the "Signal 50". It can be given its correct stock pad with the "FSS Echo Stock" attachment. A GM6 can be found atop the prison wall at the end of the "Prison Break" mission. | ||
+ | |||
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]] | [[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]] | ||
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]] | [[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]] | ||
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==Heckler & Koch SR9(TC)== | ==Heckler & Koch SR9(TC)== | ||
− | 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. | + | The [[Heckler & Koch SR9(TC)]] appears as the "LM-S" (likely "'''L'''ach'''m'''ann-'''S'''niper", "-'''S'''harpshooter" or simply "-'''S'''hooter", the latter is a direct translation of "Sniper" in German), under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default. |
+ | |||
[[File:HKSR9TC.jpg|thumb|none|450px|H&K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]] | [[File:HKSR9TC.jpg|thumb|none|450px|H&K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]] | ||
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9(TC) in the loadout screen.]] | [[File:MW22 SR9.jpg|thumb|none|600px|The SR9(TC) in the loadout screen.]] | ||
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[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]] | [[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]] | ||
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]] | [[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]] | ||
− | [[File:MWII SR-25 ECC (1).jpg|thumb|none|600px| | + | [[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|An ECC style build, with the "HMW-20" scope.]] |
==M24 SWS== | ==M24 SWS== | ||
The [[M24 SWS]] returns from ''Modern Warfare'' as the "SP-R 208" marksman rifle, this time chambered in 7.62x51mm NATO. | The [[M24 SWS]] returns from ''Modern Warfare'' as the "SP-R 208" marksman rifle, this time chambered in 7.62x51mm NATO. | ||
+ | |||
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]] | [[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]] | ||
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]] | [[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]] | ||
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==Remington Model 700 (in custom chassis)== | ==Remington Model 700 (in custom chassis)== | ||
The "SA-B 50" marksman rifle is a [[Remington Model 700]] variant in a custom chassis, which is the "XRK SP-LITE 208 Blitz" chassis from ''Modern Warfare'' combined with the buttstock of MW's "XRK SP-TAC 208 Ultimate" chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle. | The "SA-B 50" marksman rifle is a [[Remington Model 700]] variant in a custom chassis, which is the "XRK SP-LITE 208 Blitz" chassis from ''Modern Warfare'' combined with the buttstock of MW's "XRK SP-TAC 208 Ultimate" chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle. | ||
+ | |||
[[File:MW22 SAB50.jpg|thumb|none|600px|The "SA-B 50" in the loadout screen.]] | [[File:MW22 SAB50.jpg|thumb|none|600px|The "SA-B 50" in the loadout screen.]] | ||
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the "SA-B 50" in the reveal trailer.]] | [[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the "SA-B 50" in the reveal trailer.]] | ||
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==Remington Mk 13 Mod 0== | ==Remington Mk 13 Mod 0== | ||
A stylized [[Remington Mk 13 Mod 0]] 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 Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned [[M24 SWS]] due to both using the action of the [[Remington Model 700]]. | A stylized [[Remington Mk 13 Mod 0]] 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 Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned [[M24 SWS]] due to both using the action of the [[Remington Model 700]]. | ||
+ | |||
[[File:AmericanSniperMk13.jpg|thumb|none|500px|Screen-used stunt Mk 13 Mod 0 used in the film ''[[American Sniper]]''. Image from Prop Store of London.]] | [[File:AmericanSniperMk13.jpg|thumb|none|500px|Screen-used stunt Mk 13 Mod 0 used in the film ''[[American Sniper]]''. Image from Prop Store of London.]] | ||
[[File:MW22 LAB330.jpg|thumb|none|600px]] | [[File:MW22 LAB330.jpg|thumb|none|600px]] | ||
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==Remington M2010 Enhanced Sniper Rifle== | ==Remington M2010 Enhanced Sniper Rifle== | ||
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the "SP-X 80". | The [[Remington M2010 Enhanced Sniper Rifle]] is available as the "SP-X 80". | ||
+ | |||
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]] | [[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]] | ||
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]] | [[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]] | ||
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==Walther WA 2000== | ==Walther WA 2000== | ||
− | The [[Walther WA 2000]] was added in Season 5 as the "Carrack .300". The model depicted is a hybrid of the first and second generation models, featuring the muzzle device of the former and stock design of the latter (with an added rear monopod). The "Carrack Palm" attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment. The " | + | The [[Walther WA 2000]] was added in Season 5 as the "Carrack .300". The model depicted is a hybrid of the first and second generation models, featuring the forend and muzzle device of the former, and the barrel assembly, charging handle, safety and stock design of the latter (with an added rear monopod). The "Carrack Palm" attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment. |
+ | |||
+ | The “30" Flintline” barrel gives the rifle a longer barrel with the second generation WA 2000 flash hider, and likewise features a version with the bipod deployed. Coupled with the forend remaining the same, said barrel gives the weapon a shape reminiscent of the 2nd gen WA 2000, except that it is fluted like the 1st gen model. The rifle's scope comes in two variations, default having a flipped open lens cover (as in ''MW2''), while an unlockable version replaces this with a rubber eye piece (which provides a full-screen style view). As with all of the other default optics in the game, these can be equipped on other sniper rifles as well. | ||
+ | |||
[[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000, first version - .308 Winchester]] | [[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000, first version - .308 Winchester]] | ||
− | [[File:Mwiiwa2k1.jpg|thumb|none|600px|Holding the WA 2000 on the | + | [[File:Wa2000 second variant.jpg|thumb|none|450px|Walther WA 2000, second version]] |
+ | [[File:Mwiiwa2k1.jpg|thumb|none|600px|Holding the WA 2000 on the Punta Mar map. When spawning with the rifle, the character will pop the scope cover, a nice callback to the original ''MW2'' (although sadly the cover is missing the "Mr. Yuck" face). Equipping any other optic will replace this with chambering the rifle.]] | ||
[[File:Mwiiwa2k2.jpg|thumb|none|600px|Chamber checking. Note that the gun appears to be mistakenly set to safe.]] | [[File:Mwiiwa2k2.jpg|thumb|none|600px|Chamber checking. Note that the gun appears to be mistakenly set to safe.]] | ||
[[File:Mwiiwa2k4.jpg|thumb|none|600px|Inserting a new magazine.]] | [[File:Mwiiwa2k4.jpg|thumb|none|600px|Inserting a new magazine.]] | ||
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[[File:Mwiiwa2k7.jpg|thumb|none|600px|Chamber checking on empty, running the action several times.]] | [[File:Mwiiwa2k7.jpg|thumb|none|600px|Chamber checking on empty, running the action several times.]] | ||
[[File:Mwiiwa2k8.jpg|thumb|none|600px|Note that the bolt is animated and can be seen rotating during this. The little sliding dust cover on the side of the bolt is also animated, best seen during the inspect animation.]] | [[File:Mwiiwa2k8.jpg|thumb|none|600px|Note that the bolt is animated and can be seen rotating during this. The little sliding dust cover on the side of the bolt is also animated, best seen during the inspect animation.]] | ||
− | + | [[File:Mwiiwa2k6.jpg|thumb|none|600px|Loading a new magazine into a WA 2000 equipped with the “30" Flintline” barrel.]] | |
− | [[File:Mwiiwa2k6.jpg|thumb|none|600px|Loading a new magazine into the | ||
=Machine Guns= | =Machine Guns= | ||
+ | A notable quirk of this game compared to [[Call of Duty: Modern Warfare (2019)|its]] [[Call of Duty: Black Ops Cold War|immediate]] [[Call of Duty: Vanguard|predecessors]], all of ''MWII'''s belt-fed machine guns (with the exception of the [[SIG-Sauer MG 338]], which seems to have been recycled whole-cloth from ''Modern Warfare'') will feed empty belt links once their ammunition runs dry, instead of simply ending the belt. This is in spite of the fact that all of them use disintegrating-linked belts, which are held together solely by the rounds they contain and thus cannot exist as a continuous empty belt. | ||
+ | |||
==Dillon Aero M134 Minigun== | ==Dillon Aero M134 Minigun== | ||
− | The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon. | + | The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon, fitted with a laser sight for aiming. In certain events (the Shadow Siege limited-time event to name one), the weapon carries 200 rounds, which can be reloaded with unlimited spare ammo. It is an available weapon in ''Modern Warfare III''’s singleplayer, this time the weapon carries 320 rounds (the same as in multiplayer, when picked up normally) and it has limited spare ammunition. |
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission "Kill or Capture". | An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission "Kill or Capture". | ||
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]] | [[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]] | ||
− | [[File:Mwiiminigun1.jpg|thumb|none|600px|Holding the gun recently acquired from a Juggernaut. The Juggernaut has infinite ammunition. When the Minigun is picked up, however, it will always have | + | [[File:Minigunbloomautomatic.jpg|thumb|none|450px|GE Minigun used in ''[[Predator]]'' - modified for ''[[Terminator 2: Judgement Day|Terminator 2]]'' - 7.62x51mm NATO]] |
− | [[File:Mwiiminigun2.jpg|thumb|none|600px|Mid mantling with the gun, showing the grip assembly and label on the receiver. Somehow the tiny belt holds | + | [[File:Mwiiminigun1.jpg|thumb|none|600px|Holding the gun recently acquired from a Juggernaut. The Juggernaut has infinite ammunition in most cases. When the Minigun is picked up, however, it will always have 320 rounds.]] |
− | [[File:Mwiijugg1.jpg|thumb|none|600px|The Juggernaut with the Minigun. The belt is somewhat misaligned due to having physics.]] | + | [[File:Mwiiminigun2.jpg|thumb|none|600px|Mid mantling with the gun, showing the grip assembly and label on the receiver. Somehow the tiny belt holds 320 rounds.]] |
+ | [[File:Mwiijugg1.jpg|thumb|none|600px|The Juggernaut with the Minigun. The belt is somewhat misaligned due to having physics. Note his MASKA-1SCh helmet, which is adorned in Al-Qatala insignia (as is his bomb suit).]] | ||
[[File:Mwiijugg4.jpg|thumb|none|600px|Closeup of the muzzle. The laser module activates when "aiming" the gun.]] | [[File:Mwiijugg4.jpg|thumb|none|600px|Closeup of the muzzle. The laser module activates when "aiming" the gun.]] | ||
[[File:Mwiijugg2.jpg|thumb|none|600px|Side view showing the grip assembly and feed. If the backpack of the Juggernaut is destroyed, several belts of ammunition will dangle out from it. The minigun will still operate, however.]] | [[File:Mwiijugg2.jpg|thumb|none|600px|Side view showing the grip assembly and feed. If the backpack of the Juggernaut is destroyed, several belts of ammunition will dangle out from it. The minigun will still operate, however.]] | ||
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==FightLite MCR== | ==FightLite MCR== | ||
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the "556 Icarus." The MCR is commonly used by Shadow Company as their standard LMG. The "Icarus" name is likely derived from the manufacturer's original name "Ares;" as both are figures from Greek mythology. | A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the "556 Icarus." The MCR is commonly used by Shadow Company as their standard LMG. The "Icarus" name is likely derived from the manufacturer's original name "Ares;" as both are figures from Greek mythology. | ||
+ | |||
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]] | [[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]] | ||
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]] | [[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]] | ||
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[[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.]] | [[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.]] | ||
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]] | [[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]] | ||
− | [[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]] | + | [[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR; the player character first takes a look at the weapon's left side...]] |
− | [[File:MCR MWII inspect2.jpg|thumb|none|600px| | + | [[File:MCR MWII inspect2.jpg|thumb|none|600px|...then flipping admires the ejection port. This gives a good view of its ambidextrous selector lever, along with the "FORGE TAC MODEL 83" marking on the upper receiver, suggesting that this is the weapon's actual in-universe name (an idea further supported by the Forge Tac logo on the magazine well and the "MOD 83" marking just behind the handguard).]] |
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]] | [[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]] | ||
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]] | [[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]] | ||
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]] | [[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]] | ||
− | [[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]] | + | [[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray...]] |
[[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.]] | [[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.]] | ||
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In the campaign, it's correctly used by the Mexican Army. | In the campaign, it's correctly used by the Mexican Army. | ||
+ | |||
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]] | [[File:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]] | ||
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]] | [[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]] | ||
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===Vollmer HK51-B=== | ===Vollmer HK51-B=== | ||
− | A [[Vollmer HK51-B]] lookalike can be built with the short “10.6" Lachstrike | + | A [[Vollmer HK51-B]] lookalike can be built with the short “10.6" Lachstrike Barrel”. |
+ | |||
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]] | [[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]] | ||
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]] | [[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]] | ||
==IWI Negev NG7== | ==IWI Negev NG7== | ||
− | The [[IWI Negev NG7]] appears in-game as the "SAKIN MG38. | + | The [[IWI Negev NG7]] appears in-game as the "SAKIN MG38". It is relatively uncommon in the story, though one is present in the bed of Price's truck during "Violence and Timing". It cannot be set to semi-auto, even though the real weapon can; the in-game model even has the "A-R-S" selector markings. |
+ | |||
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]] | [[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]] | ||
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]] | [[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]] | ||
− | [[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding | + | [[File:Negev MWII inspect1.jpg|thumb|none|600px|Hoisting up the Negev NG7 with the carrying handle. It is charged in its initial deployment animation.]] |
+ | [[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding the Negev on La Casa.]] | ||
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]] | [[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]] | ||
− | + | [[File:Negev MWII inspect2.jpg|thumb|none|600px|Popping open the tray cover on its inspect animation.]] | |
− | [[File:Negev MWII inspect2.jpg|thumb|none|600px| | + | [[File:Negev MWII inspect3.jpg|thumb|none|600px|And taking a look at the Negev's right side.]] |
− | [[File:Negev MWII inspect3.jpg|thumb|none|600px| | ||
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]] | [[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]] | ||
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]] | [[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]] | ||
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==RPK== | ==RPK== | ||
− | The [[RPK]] | + | The [[RPK]] is available 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. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. Originally, when equipping the RPK's unique bipod attachment (which simply deploys the bipod) the gun would also gain an unnecessary picatinny rail under the handguard (presumably due to being in the underbarrel slot, like foregrips), however this was fixed with the Season 3 Reloaded update. The ''"JAK Cataclysm"'' Aftermarket conversion for the RPK in Modern Warfare III was added in Season 5. |
+ | |||
[[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]] | [[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]] | ||
[[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".]] | [[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".]] | ||
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[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]] | [[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]] | ||
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]] | [[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]] | ||
+ | |||
+ | ==="JAK Cataclysm"=== | ||
+ | Added in Season 5 of ''Modern Warfare III'', the ".50 Cal" (presumably 12.7x99mm) "JAK Cataclysm" Aftermarket Part for the RPK changes it into an anti-materiel rifle based on the "AK-50" by The AK Guy LTD. It appears to have elements of both the initial mock-up and final prototype. By default it has a polymer PKM stock. Note that there were already issues with structural integrity of the AK-50, the fact the "JAK Cataclysm" has a 3D-printed frame means the rifle would have almost no structural integrity (as with other Aftermarket Kits, but it is especially egregious here). By default it is fitted with a drum magazine which appears to be a hybrid of the Fostech 20 Round .50 Caliber Drum Magazine (compatible with the M82/M107) and the X-Products drum magazines. The weapon suffers from clipping issues, which range from the magazine's follower to the characters hands clipping into the weapon. | ||
+ | |||
+ | [[File:BH AK50 prototypes.jpg|thumb|none|450px|Various stages of the AK-50 development. From top to bottom: AK50 aluminum mockup, AK50 V1 Sept 2017 version, AK50 V2 Sept 2023 version, AK50 V3 May 2024 ver (this would later be modified to the final version in August 2024 with a few minor changes).]] | ||
+ | [[File:MWIII AK50 00.jpg|thumb|none|600px|The JAK Cataclysm in the gunsmith. While the sight, stock, grip and muzzle device can be changed, the magazine, barrel and handguard cannot.]] | ||
+ | [[File:MWIII AK50 01.jpg|thumb|none|600px|Chambering the rife when initially equipping it.]] | ||
+ | [[File:MWIII AK50 02.jpg|thumb|none|600px|Idle.]] | ||
+ | [[File:MWIII AK50 03.jpg|thumb|none|600px|Tossing a spent magazine. Note the follower clips through the feed lips. The magazine release also clips into the magazine when removing it (this glitch doesn't happen during the inspect animation, however).]] | ||
+ | [[File:MWIII AK50 04.jpg|thumb|none|600px|Rocking in a fresh magazine.]] | ||
+ | [[File:MWIII AK50 05.jpg|thumb|none|600px|Yanking the charging handle back.]] | ||
+ | [[File:MWIII AK50 06.jpg|thumb|none|600px|Full vs empty inspect animation of the magazine...]] | ||
+ | [[File:MWIII AK50 07.jpg|thumb|none|600px|...and ditto with the chamber. Note the follower clipping inside the chamber.]] | ||
==SIG-Sauer MG 338== | ==SIG-Sauer MG 338== | ||
− | The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the "RAAL MG" (which stands for | + | The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the "RAAL MG" (which stands for "'''R'''econnaissance '''A'''uxiliary '''A'''ssault '''L'''ightweight '''M'''achine '''G'''un"). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG-6.8 style stock and the A2 grip. |
+ | |||
+ | Season 5 of ''Modern Warfare III'' adds the "JAK Protean" aftermarket conversion package for the weapon, which adds a select-fire option. The barrel is described as "telescopic" and much of the body is replaced with 3D-printed furniture to facilitate this, which makes the whole weapon considerably longer and leaving very little of the original gun intact (the only things that seem to stay are the stock and grip). | ||
+ | |||
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]] | [[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]] | ||
[[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.]] | [[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.]] | ||
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==Steyr AUG HBAR-T== | ==Steyr AUG HBAR-T== | ||
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the "HCR 56", and is incorrectly depicted with an AUG A3's bolt release. 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 these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine. | The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the "HCR 56", and is incorrectly depicted with an AUG A3's bolt release. 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 these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine. | ||
+ | |||
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]] | [[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]] | ||
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]] | [[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]] | ||
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==Carl Gustaf M4== | ==Carl Gustaf M4== | ||
The [[Carl Gustaf M4]] returns as the "STRELA-P". | The [[Carl Gustaf M4]] returns as the "STRELA-P". | ||
+ | |||
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]] | [[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]] | ||
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]] | [[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]] | ||
− | [[File:Mwiicg1.jpg|thumb|none|600px|A Shadow Company soldier holds the Carl Gustaf at a Black site. The weapon has remained mostly the same since | + | [[File:Mwiicg1.jpg|thumb|none|600px|A Shadow Company soldier holds the Carl Gustaf at a Black site. The weapon has remained mostly the same since the 2019 game.]] |
[[File:Mwiicginsp2.jpg|thumb|none|600px|Inspecting the launcher reveals a reflex sight is also attached (though it is still unusable).]] | [[File:Mwiicginsp2.jpg|thumb|none|600px|Inspecting the launcher reveals a reflex sight is also attached (though it is still unusable).]] | ||
[[File:Mwiicg2.jpg|thumb|none|600px|Aiming down the scope, which is possibly inspired by the Aimpoint FCS13RE.]] | [[File:Mwiicg2.jpg|thumb|none|600px|Aiming down the scope, which is possibly inspired by the Aimpoint FCS13RE.]] | ||
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==FGM-148 Javelin== | ==FGM-148 Javelin== | ||
The stylized [[FGM-148 Javelin]] returns as the "JOKR". | The stylized [[FGM-148 Javelin]] returns as the "JOKR". | ||
+ | |||
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]] | [[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]] | ||
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]] | [[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]] | ||
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[[File:Mwiijav8.jpg|thumb|none|600px|Ditto, but third person perspective.]] | [[File:Mwiijav8.jpg|thumb|none|600px|Ditto, but third person perspective.]] | ||
[[File:Mwiijav6.jpg|thumb|none|600px|"One away!".]] | [[File:Mwiijav6.jpg|thumb|none|600px|"One away!".]] | ||
− | [[File:Mwiijav7.jpg|thumb|none|600px|'''''Muzzle loading''''' the Javelin. For some reason this was carried over from | + | [[File:Mwiijav7.jpg|thumb|none|600px|'''''Muzzle loading''''' the Javelin. For some reason this was carried over from previous game.]] |
[[File:Mwiijav3.jpg|thumb|none|600px|Once more using the Javelin as a very, very expensive melee weapon. This time on some piñatas.]] | [[File:Mwiijav3.jpg|thumb|none|600px|Once more using the Javelin as a very, very expensive melee weapon. This time on some piñatas.]] | ||
[[File:Mwiijav4.jpg|thumb|none|600px|When swapping weapons, the operator will use the top carry handle.]] | [[File:Mwiijav4.jpg|thumb|none|600px|When swapping weapons, the operator will use the top carry handle.]] | ||
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==FN40GL== | ==FN40GL== | ||
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as "Hellscream 40mm" in the Gunsmith. | The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as "Hellscream 40mm" in the Gunsmith. | ||
+ | |||
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]] | [[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]] | ||
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]] | [[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]] | ||
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==GP-25== | ==GP-25== | ||
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name "KL40-M2". | A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name "KL40-M2". | ||
− | [[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - | + | |
+ | [[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40x103mm]] | ||
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]] | [[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]] | ||
[[File:Mwiigp251.jpg|thumb|none|600px|Mounted on an AKM mockup.]] | [[File:Mwiigp251.jpg|thumb|none|600px|Mounted on an AKM mockup.]] | ||
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==Hybrid Flare Pistol== | ==Hybrid Flare Pistol== | ||
A fictional hybrid flare pistol seemingly mostly based on the [[Orion Flare Gun]] (with the grips of the 12-gauge version, but sized more similarly to the 25mm variant, and with parts of both variants' color schemes), with elements of the [[Webley & Scott No. 1 Mk. V]] (namely the trigger guard and the rounding on the front of the frame), and an overhanging breech similar to the [[Webley & Scott No. 3 Mk. I]] is available in Warzone, where it is used to signal for the re-deployment of teammates. | A fictional hybrid flare pistol seemingly mostly based on the [[Orion Flare Gun]] (with the grips of the 12-gauge version, but sized more similarly to the 25mm variant, and with parts of both variants' color schemes), with elements of the [[Webley & Scott No. 1 Mk. V]] (namely the trigger guard and the rounding on the front of the frame), and an overhanging breech similar to the [[Webley & Scott No. 3 Mk. I]] is available in Warzone, where it is used to signal for the re-deployment of teammates. | ||
+ | |||
[[File:Orion Flare gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]] | [[File:Orion Flare gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]] | ||
[[File:ORION 25mm.jpg|thumb|none|350px|Orion Flare Gun - 25mm]] | [[File:ORION 25mm.jpg|thumb|none|350px|Orion Flare Gun - 25mm]] | ||
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==LMT M203== | ==LMT M203== | ||
− | The [[LMT M203]] grenade launcher is available as an underbarrel option for the "M4", M16, MCX | + | The [[LMT M203]] grenade launcher is available as an underbarrel option for the "M4", M16, both MCX variants, "FTac Recon", RM277, and SR-25, under the name "SPW 40mm". |
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]] | [[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]] | ||
− | [[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]] | + | [[File:M16A4M203.jpg|thumb|none|450px|'''Photoshopped''' M16A4 with M203 grenade launcher for comparison.]] |
+ | [[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields. However, mating an LMT M203 to the heat shield in such manner seems implausible in reality as it is intended to attach via rail interface.]] | ||
[[File:Mwiilmt2031.jpg|thumb|none|600px|Inspecting the left side.]] | [[File:Mwiilmt2031.jpg|thumb|none|600px|Inspecting the left side.]] | ||
[[File:Mwiim2034.jpg|thumb|none|600px|Right side.]] | [[File:Mwiim2034.jpg|thumb|none|600px|Right side.]] | ||
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[[File:Mwiilmt2032.jpg|thumb|none|600px|Dumping the empty case.]] | [[File:Mwiilmt2032.jpg|thumb|none|600px|Dumping the empty case.]] | ||
[[File:Mwiim2036.jpg|thumb|none|600px|Loading a new 40mm.]] | [[File:Mwiim2036.jpg|thumb|none|600px|Loading a new 40mm.]] | ||
− | [[File:Mwiilmt2035.jpg|thumb|none|600px|About to close the breach. Unlike the | + | [[File:Mwiilmt2035.jpg|thumb|none|600px|About to close the breach. Unlike the “Hightower 20" Barrel” giving the platform M16 heatshields when equipped with the M203, the platform sadly doesn't get a KAC mounting when using the “14" Carbine Shroud” with the M203. The launcher instead is just mounted on to the rail system.]] |
[[File:Mwiilmt2034.jpg|thumb|none|600px|Loading a 40mm 'Drill Charge" round.]] | [[File:Mwiilmt2034.jpg|thumb|none|600px|Loading a 40mm 'Drill Charge" round.]] | ||
==Madbull XM203== | ==Madbull XM203== | ||
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the "TL40 Fire Drake", and is available for the AUG A3, HK91, HK93, APC556, VHS-K2, and FAMAS Valorisé. | The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the "TL40 Fire Drake", and is available for the AUG A3, HK91, HK93, APC556, VHS-K2, and FAMAS Valorisé. | ||
+ | |||
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]] | [[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]] | ||
[[File:ISL-200.jpg|thumb|none|400px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]] | [[File:ISL-200.jpg|thumb|none|400px|Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm]] | ||
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==Milkor AV-140 MSGL== | ==Milkor AV-140 MSGL== | ||
− | The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the "REV G-80" (while in | + | The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the "REV G-80" (while in other modes and in ''MWIII'' it's named "RGL-80"), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a (possibly VLTOR-made) grenade launcher speedloader. When reloading, regardless of how many grenades were shot prior to reloading, all are dumped. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes. |
The AV-140 MSGL is given to Garrick in "Violence and Timing," and some MSGLs can be found in the watchtower at the end of the "Prison Break" mission. | The AV-140 MSGL is given to Garrick in "Violence and Timing," and some MSGLs can be found in the watchtower at the end of the "Prison Break" mission. | ||
+ | |||
+ | It is an available weapon in ''Modern Warfare III'', being selectable in all multiplayer gamemodes and singleplayer. Changes from the ''MWII'' version of the launcher will be noted there. | ||
+ | |||
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]] | [[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]] | ||
[[File:Mwiimglprice.jpg|thumb|none|600px|Price with the Milkor MSGL on his back.]] | [[File:Mwiimglprice.jpg|thumb|none|600px|Price with the Milkor MSGL on his back.]] | ||
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==RPG-7== | ==RPG-7== | ||
− | The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now | + | The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilts 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. |
+ | |||
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]] | [[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]] | ||
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]] | [[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]] | ||
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==SA-25== | ==SA-25== | ||
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 dubious ability to reload tubes, and dumbfire and lock on to ground vehicles. | 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 dubious ability to reload tubes, and dumbfire and lock on to ground vehicles. | ||
+ | |||
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]] | [[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]] | ||
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]] | [[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]] | ||
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==Model 7290 Flashbang Grenade== | ==Model 7290 Flashbang Grenade== | ||
As with ''Modern Warfare'', the "Flash Grenade" in the game is a [[Model 7290 flashbang grenade]]. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the "[[M84 stun grenade|M84 Flash]]". Toggling the "Inverted Flash" option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function. | As with ''Modern Warfare'', the "Flash Grenade" in the game is a [[Model 7290 flashbang grenade]]. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the "[[M84 stun grenade|M84 Flash]]". Toggling the "Inverted Flash" option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function. | ||
+ | |||
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]] | [[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]] | ||
[[File:Mwiiflashgrenadeloadout.jpg|thumb|none|600px|The Flashbang in the loadout screen.]] | [[File:Mwiiflashgrenadeloadout.jpg|thumb|none|600px|The Flashbang in the loadout screen.]] | ||
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==Mk.V CN Gas Grenade== | ==Mk.V CN Gas Grenade== | ||
− | Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the "Gas | + | Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the "Tear Gas". |
+ | |||
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]] | [[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]] | ||
[[File:Mwiicsgasloadout.jpg|thumb|none|600px|The Gas Grenade in the loadout screen.]] | [[File:Mwiicsgasloadout.jpg|thumb|none|600px|The Gas Grenade in the loadout screen.]] | ||
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==M18 Smoke Grenade== | ==M18 Smoke Grenade== | ||
− | + | An [[M18 Smoke Grenade]] is seen on the default skin of operator Fender. | |
− | |||
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]] | [[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]] | ||
− | [[File: | + | [[File:Mwiigromskothehungerm18smoke.jpg|thumb|none|600px|Several green cased M18 White smoke grenades on Gromsko's "The Hunger" skin webbing.]] |
+ | |||
+ | ==M88 HC Røyk Hånd Granat== | ||
+ | The Norwegian [https://www.pinterest.com/pin/708261478873120187/ M88 HC Røyk Hånd Granat] appears in multiplayer as the "Smoke Grenade". As with the M18 Smoke Grenade before, it is also used to mark locations for some killstreaks/scorestreaks. | ||
+ | |||
+ | [[File:Mwiim18smokeloadout.jpg|thumb|none|600px|The M88 HC Røyk Hånd Granat in the loadout screen. Note the rather simplified Norwegian label compared to the real thing and the fictionalized "N78" designation with the N possibly hinting at its Norwegian origin.]] | ||
[[File:Mwiim181.jpg|thumb|none|600px|Mid animation of flicking the pin out.]] | [[File:Mwiim181.jpg|thumb|none|600px|Mid animation of flicking the pin out.]] | ||
[[File:Mwiim183.jpg|thumb|none|600px|Clasping the spoon.]] | [[File:Mwiim183.jpg|thumb|none|600px|Clasping the spoon.]] | ||
− | [[File:Mwiim18carepackage.jpg|thumb|none|600px|A red | + | [[File:Mwiim18carepackage.jpg|thumb|none|600px|A red "N78" deployed for a care package.]] |
− | |||
==M67 Hand Grenade== | ==M67 Hand Grenade== | ||
− | A fictionalized [[M67 Hand Grenade]] with a different fuse design is featured in the game as the "Frag Grenade". Picking up the frag grenade in the campaign refers to it as "M67 Frag". | + | A fictionalized [[M67 Hand Grenade]] with a different fuse design resembling [[RGO/RGN fragmentation grenade|RGO/RGN]] is featured in the game as the "Frag Grenade". Picking up the frag grenade in the campaign refers to it as "M67 Frag". |
+ | |||
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]] | [[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]] | ||
+ | [[File:RGN.jpg|thumb|none|200px|RGN frag grenade]] | ||
[[File:Mwiim67loadout.jpg|thumb|none|600px|The M67 in the loadout screen.]] | [[File:Mwiim67loadout.jpg|thumb|none|600px|The M67 in the loadout screen.]] | ||
[[File:Mwiim671alt.jpg|thumb|none|600px|"When the pin is pulled, Mr. Grenade is not our friend."]] | [[File:Mwiim671alt.jpg|thumb|none|600px|"When the pin is pulled, Mr. Grenade is not our friend."]] | ||
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==M18A1 Claymore== | ==M18A1 Claymore== | ||
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the "Claymore", once again using laser tripwire detonators. | A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the "Claymore", once again using laser tripwire detonators. | ||
+ | |||
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]] | [[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]] | ||
[[File:Mwiim18explosive1.jpg|thumb|none|600px|Holding the Claymore.]] | [[File:Mwiim18explosive1.jpg|thumb|none|600px|Holding the Claymore.]] | ||
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==M7 Spider== | ==M7 Spider== | ||
A heavily stylized M7 Spider mine is featured as the "Cluster Mine". | A heavily stylized M7 Spider mine is featured as the "Cluster Mine". | ||
+ | |||
[[File:M7SpiderMCUwith3MGL.jpg|thumb|none|300px|M7 Spider MCU with 3 MGLs]] | [[File:M7SpiderMCUwith3MGL.jpg|thumb|none|300px|M7 Spider MCU with 3 MGLs]] | ||
[[File:Mwiiclusterminekillstreak.jpg|thumb|none|600px|The "Cluster Mine" in the killstreak screen.]] | [[File:Mwiiclusterminekillstreak.jpg|thumb|none|600px|The "Cluster Mine" in the killstreak screen.]] | ||
[[File:Mwiiclustermine1.jpg|thumb|none|600px|The "Burger Town Operator" holds the mine.]] | [[File:Mwiiclustermine1.jpg|thumb|none|600px|The "Burger Town Operator" holds the mine.]] | ||
− | [[File:Mwiiclustermine2.jpg|thumb|none|600px|The base of the mine after deploying | + | [[File:Mwiiclustermine2.jpg|thumb|none|600px|The base of the mine after deploying its explosive disks. The main unit also explodes when triggered.]] |
[[File:Mwiiclustermine3.jpg|thumb|none|600px|One of the four explosive disks which somehow landed on the pen tray.]] | [[File:Mwiiclustermine3.jpg|thumb|none|600px|One of the four explosive disks which somehow landed on the pen tray.]] | ||
==M84 Stun Grenade== | ==M84 Stun Grenade== | ||
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the "Stun Grenade". | The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the "Stun Grenade". | ||
+ | |||
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]] | [[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]] | ||
[[File:Mwiistungrenadeloadout.jpg|thumb|none|600px|The M84 in the loadout screen.]] | [[File:Mwiistungrenadeloadout.jpg|thumb|none|600px|The M84 in the loadout screen.]] | ||
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==Hybrid Bouncing Mine== | ==Hybrid Bouncing Mine== | ||
The "Proximity Mine" returns in ''MWII'' with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a "proximity-triggered explosive", as opposed to a "pressure-triggered" explosive in the previous installment. | The "Proximity Mine" returns in ''MWII'' with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a "proximity-triggered explosive", as opposed to a "pressure-triggered" explosive in the previous installment. | ||
+ | |||
[[File:Mwiiproxymineloadout.jpg|thumb|none|600px|The "Proxy Mine" in the loadout screen.]] | [[File:Mwiiproxymineloadout.jpg|thumb|none|600px|The "Proxy Mine" in the loadout screen.]] | ||
[[File:Mwiibouncingbetty1.jpg|thumb|none|600px|Holding the mine.]] | [[File:Mwiibouncingbetty1.jpg|thumb|none|600px|Holding the mine.]] | ||
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=="Thermite"== | =="Thermite"== | ||
The "Thermite" grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''. | The "Thermite" grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''. | ||
+ | |||
[[File:Mwiithermiteloadout.jpg|thumb|none|600px|The "Thermite" in the loadout screen.]] | [[File:Mwiithermiteloadout.jpg|thumb|none|600px|The "Thermite" in the loadout screen.]] | ||
[[File:Mwiithermite.jpg|thumb|none|600px|Holding the "Thermite".]] | [[File:Mwiithermite.jpg|thumb|none|600px|Holding the "Thermite".]] | ||
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==AGM-114 Hellfire== | ==AGM-114 Hellfire== | ||
Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and 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. These also appear to be mounted on the wing tips of the "Gunship" killstreak, which might explain the steerable 105mm rounds. | Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and 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. These also appear to be mounted on the wing tips of the "Gunship" killstreak, which might explain the steerable 105mm rounds. | ||
− | [[ | + | |
+ | [[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.]] | ||
[[File:Mwiihellfireapache.jpg|thumb|none|600px|An Apache in multiplayer armed with the same configuration as above.]] | [[File:Mwiihellfireapache.jpg|thumb|none|600px|An Apache in multiplayer armed with the same configuration as above.]] | ||
[[File:Mwiihellfireapachecamp.jpg|thumb|none|600px|Closeup in the campaign.]] | [[File:Mwiihellfireapachecamp.jpg|thumb|none|600px|Closeup in the campaign.]] | ||
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==Browning M2HB== | ==Browning M2HB== | ||
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game. | Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game. | ||
+ | |||
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]] | [[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]] | ||
[[File:Mwiiltvrender.jpg|thumb|none|600px|An official render of the "LTV" L-ATV inspired vehicle with an M2.]] | [[File:Mwiiltvrender.jpg|thumb|none|600px|An official render of the "LTV" L-ATV inspired vehicle with an M2.]] | ||
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==Bushmaster M242 Chaingun== | ==Bushmaster M242 Chaingun== | ||
What appears to be fictionalized [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV (formerly called Light Tank) armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The "APC" (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm. | What appears to be fictionalized [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV (formerly called Light Tank) armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The "APC" (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm. | ||
− | [[ | + | |
+ | [[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]] | ||
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]] | [[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]] | ||
[[File:Mwiilighttankrender.jpg|thumb|none|600px|Render of the Bradley IFV.]] | [[File:Mwiilighttankrender.jpg|thumb|none|600px|Render of the Bradley IFV.]] | ||
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==FN M240B== | ==FN M240B== | ||
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 Mk.4 - CV90 "frankentank". | 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 Mk.4 - CV90 "frankentank". | ||
+ | |||
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]] | [[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]] | ||
[[File:Mwiisentrym240b6.jpg|thumb|none|600px|The Sentry Gun. Note the non-standard muzzle brake.]] | [[File:Mwiisentrym240b6.jpg|thumb|none|600px|The Sentry Gun. Note the non-standard muzzle brake.]] | ||
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==General Dynamics M197 Vulcan== | ==General Dynamics M197 Vulcan== | ||
The stylized Harrier II appears again with a low-detailed fictional twin barrel [[M197 Vulcan]] turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets. | The stylized Harrier II appears again with a low-detailed fictional twin barrel [[M197 Vulcan]] turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets. | ||
+ | |||
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20x102mm]] | [[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20x102mm]] | ||
[[File:Mwiivtol1.jpg|thumb|none|600px|The twin-barrel M197 Vulcan mounted one the underside of the stylized AV-8B.]] | [[File:Mwiivtol1.jpg|thumb|none|600px|The twin-barrel M197 Vulcan mounted one the underside of the stylized AV-8B.]] | ||
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==General Electric GAU-8/A Avenger== | ==General Electric GAU-8/A Avenger== | ||
A-10 Thunderbolt IIs return as the "Precision Airstrike" killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons. | A-10 Thunderbolt IIs return as the "Precision Airstrike" killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons. | ||
+ | |||
[[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]] | [[File:GAU-8 Avenger contrast.jpg|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]] | ||
==M230 Chain Gun== | ==M230 Chain Gun== | ||
− | AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in the campaign missions "Kill or Capture" and "Ghost Team. | + | AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in the campaign missions "Kill or Capture" and "Ghost Team". |
+ | |||
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]] | [[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]] | ||
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in "Ghost Team." Here, the M230 on it and the one behind is absent entirely.]] | [[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in "Ghost Team." Here, the M230 on it and the one behind is absent entirely.]] | ||
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==M102 105mm Howitzer== | ==M102 105mm Howitzer== | ||
The returning psudo-AC-130 "Gunship" also mounts the [[M102 Howitzer|M102 105mm howitzer]]. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the "Close Air" and "Hardpoint" missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay. | The returning psudo-AC-130 "Gunship" also mounts the [[M102 Howitzer|M102 105mm howitzer]]. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the "Close Air" and "Hardpoint" missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay. | ||
+ | |||
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]] | [[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]] | ||
+ | [[File:AC-130U The Fourth Horseman 105mm.jpg|thumb|none|450px|Closeup of the M102 on an AC-130U gunship exterior.]] | ||
+ | [[File:Mwiigunship3.jpg|thumb|none|600px|Closeup of the M102 on the gunship's exterior.]] | ||
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]] | [[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]] | ||
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]] | [[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]] | ||
[[File:MWII M102 (3).jpg|thumb|none|600px|]] | [[File:MWII M102 (3).jpg|thumb|none|600px|]] | ||
− | |||
==Mk 47 Mod 0 Grenade Launcher== | ==Mk 47 Mod 0 Grenade Launcher== | ||
− | + | A modified version of the [[Mk 47 Mod 0 Grenade Launcher]] returns from ''MW2019'', this time mounted to the "MRAP" eight wheeled gun trucks added in Season 5. The weapon is controlled via a RWS turret during gameplay. | |
+ | |||
[[File:Mk47-1.jpg|thumb|350px|none|Mk 47 Mod 0 grenade launcher - 40x53mm]] | [[File:Mk47-1.jpg|thumb|350px|none|Mk 47 Mod 0 grenade launcher - 40x53mm]] | ||
[[File:Mwiis5mrap.jpg|thumb|none|600px|The "MRAP" with Mk 47 launcher in a official screenshot. ]] | [[File:Mwiis5mrap.jpg|thumb|none|600px|The "MRAP" with Mk 47 launcher in a official screenshot. ]] | ||
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==Minigun== | ==Minigun== | ||
Some kind of minigun is mounted on the "Wheelson" UGV killstreak unlike the auto grenade launchers used on the Wheelsons in ''Modern Warfare''. | Some kind of minigun is mounted on the "Wheelson" UGV killstreak unlike the auto grenade launchers used on the Wheelsons in ''Modern Warfare''. | ||
+ | |||
[[File:Mwiiwheelston1.jpg|thumb|none|600px|The Wheelson.]] | [[File:Mwiiwheelston1.jpg|thumb|none|600px|The Wheelson.]] | ||
[[File:Mwiiwheelston2.jpg|thumb|none|600px|Closeup of the gun.]] | [[File:Mwiiwheelston2.jpg|thumb|none|600px|Closeup of the gun.]] | ||
[[File:Mwiiwheelston3.jpg|thumb|none|600px|Rear.]] | [[File:Mwiiwheelston3.jpg|thumb|none|600px|Rear.]] | ||
− | ==Mk44 Bushmaster GAU-23/A== | + | ==Mk44 Bushmaster II GAU-23/A== |
− | The "Gunship"'s AC-130J-based loadout includes the Mk44 Bushmaster | + | The "Gunship"'s AC-130J-based loadout includes the 30mm [[Mk44 Bushmaster II|Mk44 Bushmaster II GAU-23/A gun]]. It functions akin the Bofors 40mm seen previously. |
+ | |||
+ | [[File:AC-130UMk44BushmasterTrialGAU-23A.jpg|thumb|none|450px|AC-130U with a trial installation of two Mk 44 weapons - 30×173mm]] | ||
+ | [[File:AC-130J Ghostrider.jpg|thumb|none|450px|An AC-130J with similar configuration as below.]] | ||
[[File:Mwiigunship1.jpg|thumb|none|600px|The Gunship in Multiplayer. Also much like Modern Warfare 2019, there is no 25mm gun on the exterior, despite the GAU-12/U being usable in gameplay.]] | [[File:Mwiigunship1.jpg|thumb|none|600px|The Gunship in Multiplayer. Also much like Modern Warfare 2019, there is no 25mm gun on the exterior, despite the GAU-12/U being usable in gameplay.]] | ||
[[File:Mwiibofors40mm1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]] | [[File:Mwiibofors40mm1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]] | ||
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==Yakushev-Borzov Yak-B== | ==Yakushev-Borzov Yak-B== | ||
Mil Mi-24V "Hind" helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy. | Mil Mi-24V "Hind" helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy. | ||
− | [[File: | + | |
− | [[File:Mwiioverwatchheli1.jpg|thumb|none|600px|In multiplayer (as seen here), the Mi-24 is a killstreak called the "Overwatch Helo" and functions similarly to the Harrier. In DMZ the helicopter appears as a boss, and can take a considerable amount of damage before being destroyed (for example flying normally despite being on fire and losing | + | [[File:Yakb.JPG|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]] |
+ | [[File:Mwiioverwatchheli1.jpg|thumb|none|600px|In multiplayer (as seen here), the Mi-24 is a killstreak called the "Overwatch Helo" and functions similarly to the Harrier. In DMZ the helicopter appears as a boss, and can take a considerable amount of damage before being destroyed (for example flying normally despite being on fire and losing its wings).]] | ||
[[File:Mwiioverwatchheli2.jpg|thumb|none|600px|Right side of the Yak-B.]] | [[File:Mwiioverwatchheli2.jpg|thumb|none|600px|Right side of the Yak-B.]] | ||
[[File:Mwiioverwatchheli3.jpg|thumb|none|600px|Left side of the gun.]] | [[File:Mwiioverwatchheli3.jpg|thumb|none|600px|Left side of the gun.]] | ||
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==Hybrid Reverse Draw Crossbow== | ==Hybrid Reverse Draw Crossbow== | ||
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions "El Sin Nombre" and "Alone", and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available. | A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions "El Sin Nombre" and "Alone", and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available. | ||
+ | |||
[[File:MW22 Crossbow 1.jpg|thumb|none|600px|The crossbow in the gunsmith preview.]] | [[File:MW22 Crossbow 1.jpg|thumb|none|600px|The crossbow in the gunsmith preview.]] | ||
[[File:Mwiicrossbow1.jpg|thumb|none|600px|Operator "Zeus" holds a crossbow in a medieval exhibit.]] | [[File:Mwiicrossbow1.jpg|thumb|none|600px|Operator "Zeus" holds a crossbow in a medieval exhibit.]] | ||
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==Beretta M9A3== | ==Beretta M9A3== | ||
The [[Beretta M9A3]] appears on Gus' skin "El Santo" in the shoulder holster. It uses the "Renetti" model from ''Modern Warfare'' with the "Veins of Gold" blueprint grips. It appears to be missing the hammer, however. | The [[Beretta M9A3]] appears on Gus' skin "El Santo" in the shoulder holster. It uses the "Renetti" model from ''Modern Warfare'' with the "Veins of Gold" blueprint grips. It appears to be missing the hammer, however. | ||
+ | |||
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]] | [[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]] | ||
[[File:Mwiielsantom9a31.jpg|thumb|none|600px|Gus with the M9A3 in the Operator screen.]] | [[File:Mwiielsantom9a31.jpg|thumb|none|600px|Gus with the M9A3 in the Operator screen.]] | ||
[[File:Mwiielsantom9a32.jpg|thumb|none|600px|Closeup.]] | [[File:Mwiielsantom9a32.jpg|thumb|none|600px|Closeup.]] | ||
+ | |||
+ | ==Glock 18C / Arsenal Firearms Strike One hybrid== | ||
+ | A hybrid pistol appears on Ghost's "Gilded Reaper" skin. It is actually one of the blueprints of the "X16" ([[Glock 21]]) from ''Modern Warfare'', which has an [[Arsenal Firearms Strike One]]-style frame combined with the "Singuard Arms Featherweight" barrel, the latter consisting of a [[Glock 18C]]'s slide with custom cutouts on the side. | ||
+ | |||
+ | [[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]] | ||
+ | [[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]] | ||
+ | [[File:MWII Gilded X16.jpg|thumb|none|600px|The X16 pistol on Ghost's Gilded Reaper chest holster. It is hard to view with his M4 normally in the way.]] | ||
==Heckler & Koch USP== | ==Heckler & Koch USP== | ||
− | What looks like | + | What looks like a [[Heckler & Koch USP]] appears in operator Velikan's drop-leg holster. |
+ | |||
[[File:USP9mm.jpg|thumb|none|350px|Heckler & Koch USP - 9x19 Parabellum]] | [[File:USP9mm.jpg|thumb|none|350px|Heckler & Koch USP - 9x19 Parabellum]] | ||
[[File:Mw2uspholster.jpg|none|thumb|600px|The USP in Velikan's holster.]] | [[File:Mw2uspholster.jpg|none|thumb|600px|The USP in Velikan's holster.]] | ||
− | == | + | ==Colt M1911== |
− | A | + | A [[Colt M1911]] is seen on the "Watch Your Back" calling card. |
− | + | ||
− | [[File: | + | [[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]] |
− | |||
==Kimber Custom TLE/RL II== | ==Kimber Custom TLE/RL II== | ||
− | The previous game's [[Kimber Custom TLE/RL II]] is seen in the "Ghosting Everyone" loading screen. | + | The previous game's [[Kimber Custom TLE/RL II]] is seen in the "Ghosting Everyone" loading screen and the "Shaded Ghost" calling card. |
+ | |||
+ | Additionally, a Kimber is seen in a cartel member's waistband in the campaign during the mission "El Sin Nombre". It is modeled after the "Callous" blueprint from ''Modern Warfare'', which has a classic Colt M1911-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player. | ||
− | |||
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]] | [[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]] | ||
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | [[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | ||
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[[File:Mwii1911cartelbelt.jpg|thumb|none|600px|Closeup.]] | [[File:Mwii1911cartelbelt.jpg|thumb|none|600px|Closeup.]] | ||
− | ==STI | + | ==STI Tactical== |
Two unusable STI 2011 pistols resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission "Recon by Fire" outside the fish hatchery. It uses the model of the "Corax" blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger. | Two unusable STI 2011 pistols resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission "Recon by Fire" outside the fish hatchery. It uses the model of the "Corax" blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger. | ||
+ | |||
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP]] | [[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP]] | ||
[[File:Mwiireconbyfiresti2011a.jpg|thumb|none|600px|Both pistols are placed the exact same way on the exact same table model.]] | [[File:Mwiireconbyfiresti2011a.jpg|thumb|none|600px|Both pistols are placed the exact same way on the exact same table model.]] | ||
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==SIG-Sauer P320 RX== | ==SIG-Sauer P320 RX== | ||
− | ''Modern Warfare''’s [[SIG-Sauer P320|SIG-Sauer P320 RX]] is seen on "The Technician" skin of operator Hutch, fitted with the "A9-16 Lightweight" custom slide. One in a | + | ''Modern Warfare''’s [[SIG-Sauer P320|SIG-Sauer P320 RX]] is seen on "The Technician" skin of operator Hutch, fitted with the "A9-16 Lightweight" custom slide. One in a similar configuration can also be seen on Captain Price's chest holster on the skin called "The King". |
+ | |||
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX - 9x19mm]] | [[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX - 9x19mm]] | ||
[[File:MWII Technician P320.jpg|thumb|none|600px|The blue tech-ey looking P320 on Hutch's chest holster.]] | [[File:MWII Technician P320.jpg|thumb|none|600px|The blue tech-ey looking P320 on Hutch's chest holster.]] | ||
+ | |||
+ | ==IMI Uzi== | ||
+ | An [[IMI Uzi]] is seen in the "Briefing" loading screen. | ||
+ | |||
+ | [[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]] | ||
==AK-47== | ==AK-47== | ||
− | A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the "Golden Dragon" blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. | + | A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the "Golden Dragon" blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. |
+ | |||
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]] | [[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]] | ||
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]] | [[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]] | ||
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]] | [[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]] | ||
+ | |||
+ | ==ArmaLite AR-10== | ||
+ | What appears to be an [[ArmaLite AR-10]] is seen on the "Sliding Down" calling card. | ||
==FAMAS F1== | ==FAMAS F1== | ||
A [[FAMAS F1]] is seen in the "Wading" loading screen. | A [[FAMAS F1]] is seen in the "Wading" loading screen. | ||
+ | |||
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]] | [[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]] | ||
[[File:MWIIFAMASloadingscreen1.jpg|thumb|none|600px|]] | [[File:MWIIFAMASloadingscreen1.jpg|thumb|none|600px|]] | ||
+ | |||
+ | ==GE M134 Minigun== | ||
+ | A handheld [[GE M134 Minigun]] is seen on the "Bull's Barrage" calling card. | ||
+ | |||
+ | [[File: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: 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]] | ||
==PKM== | ==PKM== | ||
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18. | Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18. | ||
+ | |||
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]] | [[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]] | ||
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]] | [[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]] | ||
+ | |||
+ | ==Season 5 Gun Rack== | ||
+ | The Season 5 intro cutscene features a rack with multiple weapon models from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'', namely the [[Heckler & Koch MP5A3]], [[Remington 870 MCS]], [[Colt Model 933]], along with unmodified versions of the aforementioned Glock 21 and P320, as well as the Uzi, AK-47, FAMAS F1, AUG A3 9mm XS, and M14. | ||
+ | |||
+ | [[File:MWII 19weaponwall.jpg|thumb|none|600px|]] | ||
==Taser X26== | ==Taser X26== | ||
− | Kyle Garrick is seen with an [[X26 Taser]] in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named "Takedown. | + | Kyle Garrick is seen with an [[X26 Taser]] in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named "Takedown". |
+ | |||
[[File:Taser X26P yellow.jpg|thumb|none|350px|Taser X26P]] | [[File:Taser X26P yellow.jpg|thumb|none|350px|Taser X26P]] | ||
[[File:MWII Taser X26.jpg|thumb|none|600px|Garrick and US Marines riding a RHIB boat down the Chicago river.]] | [[File:MWII Taser X26.jpg|thumb|none|600px|Garrick and US Marines riding a RHIB boat down the Chicago river.]] | ||
Line 1,616: | Line 1,857: | ||
==AN/M14 Incendiary Grenade== | ==AN/M14 Incendiary Grenade== | ||
Some operators have the [[AN/M14 incendiary grenade]] on their webbing. It isn't usable in-game nor are any NPCs depicted using it. | Some operators have the [[AN/M14 incendiary grenade]] on their webbing. It isn't usable in-game nor are any NPCs depicted using it. | ||
+ | |||
[[File:Gh-ANM14-TH3.jpg|thumb|none|140px|AN/M14 incendiary grenade]] | [[File:Gh-ANM14-TH3.jpg|thumb|none|140px|AN/M14 incendiary grenade]] | ||
[[File:Mwiiincendiary3.jpg|thumb|none|600px|Ghost with the grenade on his "Night War" skin (from the campaign mission "Kill or Capture").]] | [[File:Mwiiincendiary3.jpg|thumb|none|600px|Ghost with the grenade on his "Night War" skin (from the campaign mission "Kill or Capture").]] | ||
Line 1,624: | Line 1,866: | ||
==RGD-5 hand grenade== | ==RGD-5 hand grenade== | ||
An [[RGD-5 hand grenade]] is seen on Enzo Reyes' "Snack" skin, as well as on Zero's "Dry Heat" and "Night Heat" skins. | An [[RGD-5 hand grenade]] is seen on Enzo Reyes' "Snack" skin, as well as on Zero's "Dry Heat" and "Night Heat" skins. | ||
+ | |||
[[File:Rdg5.jpg|thumb|none|150px|RGD-5 high-explosive fragmentation hand grenade]] | [[File:Rdg5.jpg|thumb|none|150px|RGD-5 high-explosive fragmentation hand grenade]] | ||
[[File:MWII RGD-5.jpg|thumb|none|600px|Closeup of Zero's pouch line, including the RGD-5.]] | [[File:MWII RGD-5.jpg|thumb|none|600px|Closeup of Zero's pouch line, including the RGD-5.]] | ||
Line 1,629: | Line 1,872: | ||
==RGN fragmentation grenade== | ==RGN fragmentation grenade== | ||
An [[RGN]] fragmentation grenade is seen on Kleopatros Gavras's "Hustle" skin. | An [[RGN]] fragmentation grenade is seen on Kleopatros Gavras's "Hustle" skin. | ||
+ | |||
[[File:RGN.jpg|thumb|none|150px|RGN fragmentation grenade]] | [[File:RGN.jpg|thumb|none|150px|RGN fragmentation grenade]] | ||
[[File:MWII RGN.jpg|thumb|none|600px|The RGN on Kleo's Hustle outfit, seen here under her right hand.]] | [[File:MWII RGN.jpg|thumb|none|600px|The RGN on Kleo's Hustle outfit, seen here under her right hand.]] | ||
Line 1,634: | Line 1,878: | ||
==M29 Mortar== | ==M29 Mortar== | ||
[[M29 Mortar]]s are used by cartel members in "Recon by Fire" if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019. | [[M29 Mortar]]s are used by cartel members in "Recon by Fire" if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019. | ||
+ | |||
[[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]] | [[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]] | ||
[[File:Mwiimortar1.jpg|thumb|none|600px|Gaz sights up a cartel mortar crew.]] | [[File:Mwiimortar1.jpg|thumb|none|600px|Gaz sights up a cartel mortar crew.]] |
Latest revision as of 21:15, 30 October 2024
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Call of Duty: Modern Warfare II (abbrivated to MWII, to differentiate the original trilogy's Modern Warfare 2/MW2) 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.
Like Modern Warfare 2019, the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.
The singleplayer story is the continuation of Modern Warfare’s storyline, following 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.
The multiplayer is the standard attraction of the Call of Duty franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, "Atomgrad" is the only available Raid in the game, along with four episodes which take place after the events of Modern Warfare and by extension, some events of Warzone 1.0 before the release of Black Ops: Cold War.
Following on the heels of Warzone, Call of Duty: Warzone 2.0 is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective.
With the release of Modern Warfare III, all weapons available from MWII carry forward to MWIII, allowing access to the former's weapons in the latter game in all gamemodes, but not vice versa. MWIII’s weapons are also available for use in Warzone 2.0. Such differences of the weapons ported to MWIII will be noted in this page, including changes brought about by "Aftermarket Kits" (a Modern Warfare III-exclusive Gunsmith mechanic that allows weapons to undergo dramatic changes to features such as fire rate, caliber, or even what kind of weapon it is entirely, often with copious usage of 3D-printed parts that wouldn't function in reality).
The following weapons appear in the video game Call of Duty: Modern Warfare II:
Overview
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 multiplayer beta and launch builds of the game.
Weapon reloads are now "staged", meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered. Underbarrel grenade launcher reloads are not affected by this, however.
Reaching the maximum level of a weapon unlocks Weapon Tuning, wherein the player can finetune various attachments to be slightly better at one statistic at the cost of another. Various store blueprints come with predetermined "pro-tuned" attachments; in which the player cannot modify. Pro-tuned attachments are reset if the player modifies their attachments or its tuning.
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. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. Post-release weapons in existing weapon platforms are not unlocked by progressing the specific weapon level required, as those are completed through various tasks instead.
The current Weapon Platforms with multiple receivers in Modern Warfare II are the following:
- Bruen Bullpup Platform (Steyr AUG-based weapons)
- Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)
- Bryson 800 Series (Mossberg-based shotguns)
- Bryson Long Range Platform (Remington 700-based weapons)
- ISO Platform (B&T APC family)
- Kastovia Platform (AK-based weapons)
- Lachmann Meer (Heckler & Koch roller-delayed weapons)
- M4 Platform (AR-based weapons)
- Ordnance Weapon Platform (M14-based rifles)
- Sakin G Series (Desert Eagle variants)
- Tactique Verte (FN SCAR-based weapons)
- XRK (Glock pistols)
Through the use of grip attachments, the "Pistol Fastdraw" benefit (previously known as "Tactical Pistol Raise") 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 (including TEC-9 hybrid machine pistol).
Firearms that use subsonic calibers (.45 ACP, .300 Blackout and subsonic versions of 9x19mm) hide the death skulls that appear to the enemy team upon killing them with those weapons, they will also hide bullet tracers produced when firing. The P220, APC45, the integrally suppressed HK94A3, KRISS Vector, AUG SMG, APC556 (when converted), the .300 BLK MCX VIRTUS and the "Chimera" all have this ability.
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead; this can lead to some notable errors, e.g. racking a semi-automatic shotgun as though it were a pump-action, firing a bolt-action rifle twice without cycling it, pushing the muzzle of a suppressed and/or long-barreled handgun straight through a target due to the animation being meant for a shorter barrel, et cetera.
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.
Weapon and inventory management in Warzone 2.0 Battle Royale is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to "extraction" games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions, through upgrades, through certain in-game weapon blueprints (that are obtained through bundles) or by submitting items into a "dead drop" (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary "contraband" weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round and a limited selection of attachments.
As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons from DMZ can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.
The method of unlocking cosmetic camouflages was overhauled in MWII compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges.
Handguns
Desert Eagle Mark XIX
The Desert Eagle Mark XIX returns as the ".50 GS" and is said to be manufactured by Sakin ("Sakin" meaning "Knife" in Hebrew, alluding to the knife in the logo of IMI/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 much like the L6 variant and 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. The "Old Friend" blueprint reverses the finish back to where it was in MW2. It is frequently used by Las Almas cartel members.
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".
"GS Magna"
A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the "Thunderbird" Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the "GS Magna". Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a burnt bronze cerakoted finish, and different markings. In gameplay terms, it cannot equip lasers/lights or trigger attachments, but can instead use vertical foregrips.
Glock 17 MOS
The "X12", manufactured by the in-game XRK, is a stylized Glock 17 MOS. It is based on a 5th generation version with front slide serrations, 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.
It can be fitted with a Flux Defense Brace, called "XRK Pistol Stock". It feeds by default from Magpul 17 round Glock magazines with a grey follower, a +7 extended baseplate that changes the follower color to orange, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that's supposed to hold 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.
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.
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.
Glock 18
A stylized Glock 18 appears as the "X13 Auto", as 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. 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.
In the campaign it is seen used by Russian PMCs and the Mexican Army (though the latter is issued with the Beretta 92FS or the SIG-Sauer P226 in reality).
Glock 18 (in carbine conversion kit)
Using the "Impact Point" barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the FAB Defense KPOS Scout with its compact size and AR-15 style T-handle.
Glock 18 (3D printed)
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. A complete version of this cutscene also appears in the sequel, Modern Warfare III where the 3D printed Glock can be used in the mission "Passenger". The pistols are likely based on the "X13 Auto" model, as they feature a selector switch on the right side of the slide.
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.
The whole thing might have been inspired by videos such as a story by VICE about printing a Glock, though, even that particular video shows the complexities involved with the assembly.
SIG-Sauer P220
A SIG-Sauer P220 with a squared magazine release and suppressor height sights (that co-witness with optics) appears as the "P890" (or "Bruen .45" during the beta). It has front slide serrations and no beavertail on the frame; such a combination is seen on some variants such as the P220 Extreme, though the in-game model has traditional P220-style grips.
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. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.
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.
It seems to be a favorite of various members of TF 141 and US MARSOC in "Kill or Capture" 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).
SIG-Sauer P220 X-Six
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.
SIG-Sauer P220 Carry
Using the "Matuzek Venom" barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.
Smith & Wesson Model 500
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. 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.
Modern Warfare III adds the "JAK Gunslinger" aftermarket part in Season 4 Reloaded; while the description states that this replaces the cylinder and frame, only the former is replaced, going from a 5-shot .500 S&W cylinder to an 8-round .357 one (presumably inspired by the Smith & Wesson Model 327 R8). Somewhat nonsensically, this is made of 3D-printed plastic (albeit with an extractor rod/star assembly and a new 8-tooth cylinder ratchet made of steel), despite being one of the primary pressure-bearing parts of the weapon; actual 3D-printed revolvers like the PG22 Maverick and Washbear use printed cylinders with metal chamber inserts, and are generally pepperbox-type designs to avoid the issues of maintaining consistent timing with a printed plastic cylinder - needless to say, setting off a .357 Magnum round, which can produce up to 44,000 PSI (300 MPa) in a plastic cylinder would not end well for any parties involved.
Gameplay-wise, the Gunslinger kit increases the Model 500's rate of fire, reduces its recoil (though the former point somewhat counteracts this), improves its handling and reload speed slightly, and (rather strangely) completely removes the normal version's trigger-pull delay, with the hammer and cylinder simply not moving at all when the trigger is pulled; this comes at the cost of damage (to the point that not even a point-blank headshot will kill an enemy, a stark contrast to MW19’s ".357"), and the inability to change the ammunition, loader and trigger parts. Even more bizarrely, dual-wielding the revolvers increases their individual rates of fire even further, to the point of them exceeding some of the game's fully-automatic weapons in potential fire rate, but massively reduces their damage to the point that two point-blank torso shots from each are needed to kill an enemy within breathing distance. Unlike the equally nonsensical "Magnum" from Black Ops Cold War, the amount of rounds in the cylinder are visibly changed as the player character reloads the weapon using a custom 3D-printed speedloader; this also removes the normal weapon's reload animations that involve replacing singular rounds, presumably since they wouldn't line up with the player character's fingers anymore.
Staccato P
The Staccato P was added in Season 5 Reloaded as the "9mm Daemon". Its default magazine holds 15 rounds (the real Staccato mag holds 17), options for 20 and 26 round magazines are also available. The gun can be extensively customized with parts inspired by various custom 2011 gunmakers. A barrel option gives the Daemon a frame mounted red dot, charging handle and a competition slide with a compensator, a setup commonly found on IPSC Open race guns; this slide also changes the equip/first-draw animation from a twirl followed by chambering the pistol, to simply chambering the pistol using the charging handle. A first in the series, the gun can be fitted with a magwell (in the Grip slot), which negates the need for the Sleight of Hand perk and makes the gun reload faster by default. When drawing and holstering the pistol, the manual thumb safety is used, although in a bit of a dramatic way when it comes to stowing away the weapon.
The gun has very high hip-fire accuracy, suggested by how close the operator holds it, in a Central Axis Relock manner, it manages to have very low recoil, even less than the Glock 17, which has virtually none, and a fast fire rate by default, overall a great 9mm secondary.
Submachine Guns
AR-57
A short-barreled AR-57 appears as the "FSS Hurricane" as an SMG in the "M4 Platform". It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no automatic bolt hold open, though it can be manually locked to the rear using the existing lower's bolt release lever. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design) or the new M-LOK ULT rails on current production models (though seeming to lack the QD cup and dedicated 1913 picatinny rails on the bottom which would negate the ability to put the adapters that are there that are on the model). It's fitted with a Troy M7A1 PDW stock (which would not be possible on the real gun as the stock requires a shortened proprietary combined bolt carrier + buffer to use) 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.
On a related note, it is not the first time that the AR-57 was conceived into the Call of Duty series, as it was planned to be added in Black Ops II as a usable weapon. It was however, eventually replaced by a fictional variant of the P90 before the game's release.
Brügger & Thomet APC45 PRO
The Brügger & Thomet APC45 PRO was added in Season 4 as the "ISO 45". It retains some of the animations of the previous "ISO" submachine gun in Modern Warfare 2019. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its MW19 counterpart). By default, it is modeled with the "FTAC 225mm Dominator" barrel from Modern Warfare, which is an extended barrel of intermediate length between the APC45/APC9 and the APC9-P. It can be modified to resemble an APC45 SD with the “16" XLB-S” barrel, or an APC9 K with the “4" Frame S-1” barrel and "SK-3 Cheetah" stock.
Brügger & Thomet APC9 K PRO G
In addition to the aforementioned APC45, the APC9 K PRO G returns from Modern Warfare, added in Season 6 under the name "ISO 9mm". By default it's loaded with 33-round Glock magazines, and also comes with a stock attachment option to retract its stock, which can also be used on its .45 caliber sibling.
FN P90 TR
A stylized FN P90 TR (inspired by some blueprints from Modern Warfare with the grip design based on that of the Magpul PDR-C) appears as the "PDSW 528" as part of the Tactique Defense platform. The "528" designation is an abridgement of its 5.7x28mm caliber. 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.
It only fires in full auto in-game; the selector functionality is absent.
Heckler & Koch HK94A3
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. 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.
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 Modern Warfare’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are "S-3-F".
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' "Los Vaqueros" federal special forces unit in the campaign story.
Heckler & Koch HK94A2
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.
Heckler & Koch HK94A3 (with integral suppressor)
An integrally suppressed version of the aforementioned HK94A3 (intended to pass for an MP5SD) was added in Season 5 Reloaded as the "Lachmann Shroud". In contrast to its unsuppressed counterpart, it lacks a full-auto option, and is instead fitted with a safe/semi-auto/3-round burst trigger group (which does in fact exist in real life).
The "JAK Decimator" aftermarket conversion kit added in MWIII's Season 4 converts the burst option to full auto, akin to the "JAK Patriot Kit" for the Colt Model 901/M16A3 below.
Heckler & Koch HK94A2 (with integral suppressor)
Equipping the "Lachmann S76 Factory Stock" or the "Meer Recoil-56 Factory Stock" turns the gun into an integrally suppressed HK94A2, meant to stand in for an MP5SD5. The "JAK Decimator" conversion kit with the aforementioned gives it the Navy trigger group.
Heckler & Koch MP7A2
A fictionalized Heckler & Koch MP7A2 appears as the "VEL 46" as part of the LMP (likely meant to be short for Lachmann Meer Pistol or Lachmann Meer Piston) platform. 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.
Interdynamic KG-9 / Intratec TEC-9 hybrid
A hybrid of the Interdynamic KG-9 and the Intratec TEC-9 was added to the handguns class in Season 3 Reloaded as the "FTAC Siege". Unlike the Black Ops Cold War counterpart, it fires from an open bolt like the KG-9, and is fully-automatic by default.
The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant ("Ratchet BE"), an extended barrel and barrel shroud variant ("SuperTac-VI"), and an integrally suppressed variant ("Ratchet BE Tac"). An upper based on the TEC-9 Mini ("Mouse 99") is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard ("CMRN-50") and integrally suppressed ("NST-81", previously known as "STF-U") variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options.
The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the Beretta 93R. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, Call of Duty 2: Big Red One and Call of Duty: Mobile both feature such akimbo reload animations for pistols and the Vector respectively.
KRISS Vector
The Gen I/Gen II hybrid KRISS Vector from Call of Duty: Modern Warfare returns as the "Fennec 45", which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise.
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 (the magazine has 14 witness holes though) which converts the Fennec to 2-round burst, and a 40-round AWB .45 ACP drum magazine overloaded to a 45-round capacity.
The weapon has an extended barrel and handguard, the former (intentionally or not) similar in length to the 8" export model only available in Ukraine, and 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).
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).
PP-19 Bizon-2
The PP-19 Bizon-2 returns from Modern Warfare as the "Minibak", now with a more correctly modeled receiver, forend, flash hider and pistol grip. However, the top cover is depicted with a horizontal rib, like AK-pattern rifles that have ribbed covers such as the AKM and AKS-74U. 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.
PP-19-01 Vityaz
The PP-19-01 Vityaz appears as the "Vaznev-9K". It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not 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.
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.
SIG-Sauer MPX
The SIG-Sauer MPX Gen 2 appears as the "BAS-P" (likely an acronym for Bruen Assault System - Pistol). It is available in the campaign, and was added to multiplayer in Season 1. It is part of the "Bruen Ops" platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr. It is fitted with a stock inspired by the MPX PSB collapsible brace, previously seen on some MCX VIRTUS blueprints in Modern Warfare 2019.
The optional barrels are the following: “12" Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5" Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5" Bruen Drake” (a 6.5" barrel with a factory MPX-style M-LOK handguard), and “4" Thunderfire” (an MPX K's 4.5" barrel).
Alejandro Vargas uses a customized MPX as his main weapon throughout the campaign. Said version became available in multiplayer as the "Battle Worn" blueprint, made unlockable during a time-limited event in Season 5. This blueprint's add-on flared magwell and titanium nitride-coated bolt also make it ideal for a John Wick build, something likely intentional on the developers' part given how specific a combination this is.
SIG-Sauer MPX-SD
Equipping the “10.5" Bruen Typhon” barrel turns the weapon into an MPX-SD.
SIG-Sauer MPX K
Using the “4" Thunderfire” barrel turns the gun into an MPX K.
Steyr AUG A3 9mm XS
The Steyr AUG A3 9mm XS appears as the "MX9", fed by 25- and 32-round stylized Steyr MPi 69/81 magazines.
Shotguns
Benelli M4 Super 90
The Benelli M4 Super 90 appears as the "Expedite 12." This name would indicate that the shotgun is made by the in-game manufacturer "Expedite", however the marking on the model suggest that ForgeTac is the actual brand. It is used by Shadow Company and Task Force 141 members in the story. The model is notably stylized, with a rounded receiver and scalloping around the trigger group similar to the same company's M2.
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, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action (as they produce much less pressure than conventional shells), and would most likely require manual cycling.
The "Bryson Reverb-55 Stock" gives it a fixed stock similar to Magpul shotgun stocks, and the "419mm Schlager Salvo" and "FSS Frame Stock" resemble the forend and stock of the pump-action FABARM STF 12.
Browning Citori 725
The Browning Citori 725 returns as the "Lockwood 300", with an altered handguard and stock compared to the Modern Warfare rendition. It is still used as an apparently favored weapon by Al-Qatala in the story and DMZ. The shotgun received a dual trigger attachment option with Season 6, allowing the player character to fire both barrels simultaneously. To help balance the need to reload after every trigger pull with this attachment, the player character will slide in both shells in simultaneously, as opposed to one after the other in the normal empty reload, essentially giving the gun the effects of Fast Hands.
Side by Side Shotgun
The "Super Shotgun" blueprint from the DOOM bundle is a sawed-off side by side shotgun. As the entire weapon model is replaced, its attachments cannot be customized, though it should be noted that it's statistically identical to the Citori. One of its attachments is the double trigger, added just before this bundle and clearly specifically created to allow the Super Shotgun to function as it should. Faithful to its source material, the entire shotgun is animated with the same jittery style as the original DOOM Super Shotgun as opposed to standard interpolation animation used in other weapons, although the animations revert to standard, albeit currently bugged, Citori animations when a camo is applied. Other changes include the original pixelated red muzzle flash, its sway pattern, and sound.
"Corvus Masterkey"
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. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. A Dragon's Breath-equipped model has also been introduced into the game with the release of Season 5 under the name "Corvus Torch".
IWI Tavor TS12
The IWI Tavor TS12 was added in Season 4 Reloaded as the "MX Guardian". Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable helical/prism magazine instead of the non-removable triple rotating 5-round tube setup of the real life version. Thus, upon reloading, the user simply swaps out the magazine instead of inserting individual shells. The in game weapon also sports a different pistol grip from the TS12 with a combination enclosed trigger guard and cutlass grip whereas the TS12 has just a cutlass grip. The Guardian is also fully automatic by default, with semi-automatic and two-round burst fire trigger packs (probably to simulate a binary trigger) as attachments, unlike the real TS12, which comes in semi-automatic by default (of course with the possibility of homemade trigger packs). Prior to the Season 5 update, the shotgun's in-game description described it as having the real version's three separate rotating magazine tubes.
Molot Vepr-12
The Vepr-12 was added in Season 2 as the "KV Broadside", an addition to the "Kastovia" platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun. It can be loaded with Dragon's Breath incendiary shells, though as with the Benelli M4 above, low-powered rounds would make the weapon's usage unfeasible because of the weapon's self-loading nature. It is not an issue when used in-game, though. A custom Vepr-12 firing incendiary shells is the weapon of choice of the Pyro DMZ boss, along with a riot shield.
As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode.
Added in week 2 of Season 3 of Modern Warfare III is the "JAK Jawbreaker" aftermarket part, marking the first time an aftermarket kit can be used to modify a Modern Warfare II weapon. Replacing the entire receiver assembly, magazine, and adding a barrel shroud (which also extends the barrel considerably) with 3D printed furniture, the kit transforms the shotgun into a fully-automatic rifle chambered in .458 SOCOM. Despite the complete change from shot to bullets the weapon retains a massive hipfire deviation, meaning the only way to be remotely accurate with it is to aim down the sights.
Mossberg 590
The Mossberg 590 appears as the "Bryson 800". Unlike the previous Modern Warfare’s pump-action shotguns, this weapon is chamber-loaded upon running empty, a rare instance in the Call of Duty franchise.
Serbu Super Shorty
Equipping the “8" XRK CQB Barrel” and the "Stockless Pistol Grip" via Gunsmith converts the "Bryson 800" into a Serbu Super Shorty.
Mossberg 590M
A Mossberg 590M-style detachable box magazine variant with a collapsible stock and a short barrel appears as the "Bryson 890". It was apparently supposed to be a Vepr-12 since it's called "mviktor" (Molot Vepr) in the game files (which did eventually come to the game in Season 2), and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).
A Los Vaqueros operative uses the 590M to breach a door in the "Cartel Protection" mission.
Rifles/Carbines
AK-103
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. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.
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. The "Cursed" blueprint from Season 3 "features" a removed dust cover, which showcases the AK's bolt.
The "JAK Requiem" kit added in Season 4 of Modern Warfare III modifies the weapon (and the "Kastov 545") to use a counter-balanced rifle system to completely eliminate recoil, along with a change in the handguard and iron sights.
AK-104
Equipping the "Kastovia 343" barrel turns the weapon into an AK-104.
AK-105
An AK-105 with light tan furniture and magazines appears as the "Kastov 545". It employs the "Iraqi reload" technique when reloading from empty.
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).
AK-74M
Equipping the "Kastovia 406" barrel turns the weapon into an AK-74M.
AKS-74N
The rifle can be turned into a pseudo AKS-74N, except that it retains the partly smooth top cover. This is achieved by pairing the "Kastov-Rama" stock with either the "Kastovia 406" barrel (which has a synthetic handguard) or the "KAS-7 406mm" barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the "Ivanov Wood Stock" to make it resemble the AK-74N.
AKS-74UN
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, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held "upside down" in their hand), then rocks it in and performs and underhand pull of the bolt, similar to Call of Duty: Modern Warfare’s AN-94.
The loadout and progression menu images show 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 (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.
The gun can be customized with ZenitCo furniture like handguards and stocks. AKS-74U carbines with 20-round magazines are a common weapon used by Al-Qatala NPC forces in Al Mazrah in DMZ. In the MWIII campaign mission "Operation 627", Vladimir Makarov and prisoners are armed with the weapon, which has the tan magazine used on the AK-105.
Brügger & Thomet APC556
The Brügger & Thomet APC556 was added in Season 2, as the "ISO Hemlock". The rifle is part of the "ISO" platform, connecting the APC556 to its smaller siblings, the APC9/"ISO 9mm" and APC45/"ISO 45". It also shares similar Magpul MBUS styled iron sights.
The game files refer to the weapon as "ar_acharlie300", alluding to the APC300 variant. In addition, the ejection port is marked "Cal. 7.62x35mm" (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. It is also fitted with the Pro's non-reciprocating, ambidextrous folding charging handles. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.
Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock. It's frequently used by Konni enforcers in DMZ and Warzone.
Brügger & Thomet APC556 PDW
Equipping the "RCQ-7" barrel and the "R-COM S4" stock turns the weapon into an APC556 PDW.
Colt Model 901
The Colt Model 901 (which was marketed as an M16A3) appears in the game 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. 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).
A properly functioning R0901-style rifle can also be achieved by modifying the "M4" mentioned below, although keeping the non-milspec upper and lower receiver.
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.
Modern Warfare III Season 3 adds the "JAK Patriot Kit" aftermarket conversion package for the M16. Replacing the receiver, carrying handle and the handguard/barrel with a 3D-printed components (which would be overkill compared to replacing the fire control group, nevermind the fact that the 3D components would make this rifle fragile - actual 3D-printed AR-15 upper and lower receivers do exist, though they are noticeably different in design to make up for this loss of strength, with extra reinforcements in several areas), this conversion allows the weapon to become a fully-automatic rifle rather than burst-fire. The handguard is modeled after the M203 heat shield (not unlike the "Stock M16 Grenadier" of the previous installment), and since this replaces the barrel of the weapon, it cannot be used to make full-auto versions of the below look-a-like carbine M16 variants.
Colt Model 933
The “11.5" Carbine Shroud” attachment gives it an AR carbine handguard/11.5" barrel/AR front sight, effectively turning it into a Colt Model 933 when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).
Mk 18 Mod 1
Fitting the M16 with the “11.5" T-H4 Barrel” and any telescoping stock will create a Mk 18 Mod 1.
M4A1 Carbine
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 in gameplay terms).
FAMAS Valorisé
The FAMAS Valorisé was added in Season 5 under the name "FR Avancer", though the markings on its model read "Modèle 223". As with every other FAMAS in Call of Duty thus far the rifle features 25-round magazines; for the second time in the series they actually hold the correct 25 rounds, rather than 30. 45- and 60-round quad-stack magazines are available alternate options, with the former being the "chopped" MAG5-60 quad-stack model seen on Instagram and in the previous Modern Warfare game. Also as in MW19, the rifle's integrated bipod can be deployed as an attachment (though currently this also unnecessarily equips a rail under the handguard, as was the case for the RPK's bipod before that was fixed), while equipping the "SA Ion" pistol grip and "FR Sprinter" stock pad brings the rifle closer in appearance to its real world counterpart.
A pseudo FAMAS FÉLIN build can be achieved by adding the "3x RFL-Optic" and "OP-X9 Foregrip" to the aforementioned pistol grip and stock.
FN SCAR-H
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 offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if "SCHotel" is its in-universe model name; following the standards of internal file names, "S C Hotel" naturally stands for "SCAR-H". This time, it is correctly classified as a battle rifle instead of an assault rifle.
FN SCAR 17S
In addition to the standard SCAR-H, the 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 rail extension and a fixed stock resembling an FN SSR/SCAR 20S stock or a KRG SCAR Long Range Stock. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being 5-rounds-underloaded compared to real life.
It is chambered in 6.5mm Creedmoor. At the time of the game's release, the real SCAR 17S could be converted to use this cartridge (while the SCAR 20S had received that caliber as a factory option). Interestingly, a year later (September 2023), FN America announced the availability of a limited-edition SCAR 17S DMR that is actually chambered in 6.5mm Creedmoor and has a fixed SSR stock.
FN SCAR-L
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 "PDSW 528," a fictionalized P90 variant. It is depicted with incorrect H&K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available.
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.
Marines in "Kill or Capture" have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.
FN SCAR-L CQC
Equipping the SCAR-L with the “12" Tacshort Barrel” will give it a CQC-length barrel.
FN SCAR-L LB
The “17.5" Tundra Pro Barrel” turns it into the LB variant.
General Dynamics RM277
A General Dynamics RM277-based bullpup rifle was added to the battle rifles class in Season 3 under the name "Cronen Squall". It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the Desert Tech Micro Dynamic Rifle. It is fitted with stylized Magpul MBUS. It is chambered in "6.8 Wrath", an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the SIG-Sauer MCX-SPEAR (now designated as the XM7) that prevailed over the RM277 in the NGSW trials.
The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available; the rifle can also equip its proprietary micro flow-through Brevis III suppressor.
While the real rifle fires from either a closed bolt or an open bolt and can switch between these modes by a switch, its in-game incarnation is depicted as always firing from an open bolt (with the same firing delay given to all other open bolt weapons) and is missing its closed/open bolt switch.
Heckler & Koch HK91A2
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.
It is a standard rifle of the Mexican Army in-game.
Heckler & Koch HK91A3
Fitting the rifle with the "Lachmann S9 Factory" stock makes it resemble an HK91A3.
Heckler & Koch HK11
Equipping the “Romeo FT 16" Barrel” or “15.9" Lachmann Rapp Barrel” makes for a Heckler & Koch HK11 mockup.
HK51
The shorter barrels such as the “Meer-56 11" Factory Barrel” can be used for an HK51-style carbine.
Heckler & Koch HK93A2
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.
It is intended to be an HK53, as evidenced by the game files referring to it as "ar_kilo53", though the barrel and the cocking tube are slightly longer than this version, with the length being 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".
It feeds from translucent 30-round magazines by default, but it can also use 20-round magazines (that hold 15 rounds), 40-round extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.
Heckler & Koch HK93A3
Fitting the weapon with the "Lachmann S9 Factory" stock and the full-sized "Lachmann Nova" barrel turns it into an HK93A3.
Heckler & Koch HK13
A Heckler & Koch HK13 build can be made with the “15.9" Lachmann RAPP Barrel,” in addition to other parts to complete the look.
HS Produkt VHS-K2
A heavily stylized HS Produkt VHS-K2 with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the "Tempus Razorback." The top rail assembly resembles that of the FB MSBS Grot B (alongside the "TA ERGO" stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the “17" IO-XL” barrel attachment; this barrel is longer than standard, roughly between the VHS-K2 and VHS-D2. The “13" Frenzy IX” barrel features a shorter optics rail as well as a unique red dot sight which replaces the ironsights; this sight can itself be replaced by other optics. The default empty reload animation has an interesting dynamic feature - normally, the charging handle is used, but interrupting it by swapping or sprinting will result in the operator using the bolt release after the interruption.
"M4"
A fully-automatic custom AR-15-type carbine with a 12.5" barrel appears as the "M4", based on the Geissele M4A1 URG-I (also informally known as the M4A1 "Block III") used by USASOC and even some Navy SEAL operators. The lower receiver is from a SIG 516/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard depicted with an 11.5" length, 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.
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 “Hightower 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.
Other barrel options include the “7.5" Tempus Firebrand”, the "Tempus Trench Pro", which retains the same barrel and 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/RIS II rail and a 10.3-inch barrel, despite it being stated as longer.
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo.
Season 4 of Modern Warfare III adds the "JAK Harbinger Kit" aftermarket conversion, which supposedly rechambers the rifle to fire .50 caliber (most likely .50 Beowulf) using the same 15-round mags as the .410 "Riveter". However, in gameplay it's currently listed as being chambered in ".450 Huntsman" (in-universe name for .450 Bushmaster).
"Flatline"
The same futuristic VLTOR/Magpul themed M4A1 Carbine from Infinite Warfare appears as the "Flatline" blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional "NV4" assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the MWII’s variant instead, albeit rethemed to better match the NV4 itself.
"FTac Recon"
Another AR-15 variant, chambered in .458 SOCOM, appears as the "FTac Recon". It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.
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.
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.
M14
Two M14 variants appear in the game. The "SO-14" is a variant classified 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 18" Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22" Factory Fourteen Barrel” option, as well as a “16" Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. 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. All box magazine options for both M14s are loaded with 5 rounds less than their real capacities a la the faux SCAR Mk 20 in the game.
M14 (in Sage EBR chassis)
The marksman rifle-classed "EBR-14" returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22" barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available.
Mk 14 Mod 0 EBR
Equipping the “18" Lonestar” or “18" T300” barrel makes the weapon resemble a Mk 14 Mod 0 EBR.
Malyuk
The Malyuk was added in Season 6 as the "TR-76 Geist". Despite that name, the rifle's markings seem to show its in-universe name as "Usenko", as well as correctly being marked as made in Ukraine.
Marlin Model 336
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. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.
For Modern Warfare III, the Model 336 received an aftermarket "part" (if replacing the entire gun would be a bit of a stretch for a "part") known as the "JAK Wardens". Since this "conversion" changed the Model 336 into an entirely separate gun, it has its own dedicated section on the Modern Warfare III page.
SIG-Sauer MCX VIRTUS
The SIG-Sauer MCX VIRTUS returns from the previous game 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 10 inches (which is not a standard length on the real VIRTUS). While not available in the campaign, it is seen in the hands of Kyle "Gaz" Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's signature weapon throughout the campaign (with a distinct two tone finish resembling the classic MW2 ACR). It was added to multiplayer as part of Season 1. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the "Health Hazard" blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.
It has 6.75" and 14.5" barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload.
In the intro cutscene for the campaign mission "Ghost Team", there is a picture of three Shadow Company operatives, with one of them holding an MCX VIRTUS with a more correctly modeled handguard.
SIG-Sauer MCX VIRTUS (.300 Blackout)
A shorter-barreled (approximately 6.75 inches), .300 AAC Blackout version of the aforementioned MCX VIRTUS was added during Season 5 as the "M13C". While it is apparently intended to pass for a SIG-Sauer MCX Rattler, judging by the "ar_ralpha" internal file name and the chambering, it is actually an MCX VIRTUS, as evidenced by the forward assist and the barrel length. It is fitted with a stylized handguard that is somewhat reminiscent of the MCX Rattler Canebrake. Despite sharing many features with the M13B, the C seems to be manufactured by a different company, instead of the analogue for SIG, called "Bruen", the M13C has FJX markings, which also makes the Cheytac M-200 Intervention ("FJX Imperium") in-universe. Despite this the gun is in the same "Bruen Ops" platform as its 5.56 model.
SIG-Sauer MCX / Honey Badger hybrid
A Honey Badger-based carbine appears as the "Chimera". Befitting its name, the in-game model is a hybrid; it is a variant of the "Bruen Ops" family and uses the same style of SIG-Sauer MCX bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). However, the model in the game lacks a gas tube when previewing the weapon in the Gunsmith menu, either being a mistake or showing that the weapon is using direct blowback to operate (which is concerningly doable considering other higher-pressured cartridges being able to do it with a much heavier bolt carrier group). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon "Ghost" Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10" SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.
Steyr AUG A3
The Steyr AUG A3 appears as the "STB 556"; this is presumably short for "Sturmbüchse", a name which would accurately translate to "assault rifle", though it sees little (read: no) use compared to the more common "Sturmgewehr".
Sniper Rifles
Accuracy International AW50
The Accuracy International AW50 appears as the "Victus XMR"; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original Modern Warfare game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the Call of Duty series proper until MWII. It is the only bolt-action rifle in the game that does not have the "Bolt" attachment category, meaning it is impossible to change the cycle speed of the weapon.
Barrett MRAD
The Barrett MRAD appears as the "MCPR-300" (standing for "Multi-Caliber Precision Rifle", .300 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as "Victus XMR" in the campaign missions "Recon By Fire" and "Countdown" respectively, and all other MRADs found in the story have the same naming issue.
Cheyenne Tactical M200 Intervention
The Cheyenne Tactical M200 Intervention was added in Season 3, under the name "FJX Imperium". It is chambered in ".408 PACE", the analogue to the real life .408 CheyTac round. For laser attachments, the M200 uses the small "tube"-style laser set rather than the PEQ Box-style set, and despite the forward top rail being present they attach to the right side, thus it's unfortunately not possible to replicate the PEQ-2 attached to the original MW2's Intervention.
Gepard GM6 Lynx
The Gepard GM6 Lynx appears as the "Signal 50". It can be given its correct stock pad with the "FSS Echo Stock" attachment. A GM6 can be found atop the prison wall at the end of the "Prison Break" mission.
Heckler & Koch SR9(TC)
The Heckler & Koch SR9(TC) appears as the "LM-S" (likely "Lachmann-Sniper", "-Sharpshooter" or simply "-Shooter", the latter is a direct translation of "Sniper" in German), under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.
Knight's Armament SR-25 E2 PR
The Knight's Armament SR-25 PR is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name "Tempus Torrent". The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the "Torrent Tac Guard" resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14" Chroma LRS” which is the URX / "Tac Guard" rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The "Torrent MOC-IV" forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed.
Using the "Torrent Tac Guard" and “16" Tour RP” allows for a SR-25 ECC style build.
M24 SWS
The M24 SWS returns from Modern Warfare as the "SP-R 208" marksman rifle, this time chambered in 7.62x51mm NATO.
Remington Model 700 (in custom chassis)
The "SA-B 50" marksman rifle is a Remington Model 700 variant in a custom chassis, which is the "XRK SP-LITE 208 Blitz" chassis from Modern Warfare combined with the buttstock of MW's "XRK SP-TAC 208 Ultimate" chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle.
Remington Mk 13 Mod 0
A stylized Remington Mk 13 Mod 0 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 Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned M24 SWS due to both using the action of the Remington Model 700.
Remington M2010 Enhanced Sniper Rifle
The Remington M2010 Enhanced Sniper Rifle is available as the "SP-X 80".
Walther WA 2000
The Walther WA 2000 was added in Season 5 as the "Carrack .300". The model depicted is a hybrid of the first and second generation models, featuring the forend and muzzle device of the former, and the barrel assembly, charging handle, safety and stock design of the latter (with an added rear monopod). The "Carrack Palm" attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment.
The “30" Flintline” barrel gives the rifle a longer barrel with the second generation WA 2000 flash hider, and likewise features a version with the bipod deployed. Coupled with the forend remaining the same, said barrel gives the weapon a shape reminiscent of the 2nd gen WA 2000, except that it is fluted like the 1st gen model. The rifle's scope comes in two variations, default having a flipped open lens cover (as in MW2), while an unlockable version replaces this with a rubber eye piece (which provides a full-screen style view). As with all of the other default optics in the game, these can be equipped on other sniper rifles as well.
Machine Guns
A notable quirk of this game compared to its immediate predecessors, all of MWII's belt-fed machine guns (with the exception of the SIG-Sauer MG 338, which seems to have been recycled whole-cloth from Modern Warfare) will feed empty belt links once their ammunition runs dry, instead of simply ending the belt. This is in spite of the fact that all of them use disintegrating-linked belts, which are held together solely by the rounds they contain and thus cannot exist as a continuous empty belt.
Dillon Aero M134 Minigun
The handheld Dillon Aero M134 Minigun from Modern Warfare returns as the Juggernaut's primary weapon, fitted with a laser sight for aiming. In certain events (the Shadow Siege limited-time event to name one), the weapon carries 200 rounds, which can be reloaded with unlimited spare ammo. It is an available weapon in Modern Warfare III’s singleplayer, this time the weapon carries 320 rounds (the same as in multiplayer, when picked up normally) and it has limited spare ammunition.
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission "Kill or Capture".
FightLite MCR
A tan FightLite MCR appears in-game as the "556 Icarus." The MCR is commonly used by Shadow Company as their standard LMG. The "Icarus" name is likely derived from the manufacturer's original name "Ares;" as both are figures from Greek mythology.
Heckler & Koch HK21
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. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.
In the campaign, it's correctly used by the Mexican Army.
Vollmer HK51-B
A Vollmer HK51-B lookalike can be built with the short “10.6" Lachstrike Barrel”.
IWI Negev NG7
The IWI Negev NG7 appears in-game as the "SAKIN MG38". It is relatively uncommon in the story, though one is present in the bed of Price's truck during "Violence and Timing". It cannot be set to semi-auto, even though the real weapon can; the in-game model even has the "A-R-S" selector markings.
RPK
The RPK is available 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. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. Originally, when equipping the RPK's unique bipod attachment (which simply deploys the bipod) the gun would also gain an unnecessary picatinny rail under the handguard (presumably due to being in the underbarrel slot, like foregrips), however this was fixed with the Season 3 Reloaded update. The "JAK Cataclysm" Aftermarket conversion for the RPK in Modern Warfare III was added in Season 5.
"JAK Cataclysm"
Added in Season 5 of Modern Warfare III, the ".50 Cal" (presumably 12.7x99mm) "JAK Cataclysm" Aftermarket Part for the RPK changes it into an anti-materiel rifle based on the "AK-50" by The AK Guy LTD. It appears to have elements of both the initial mock-up and final prototype. By default it has a polymer PKM stock. Note that there were already issues with structural integrity of the AK-50, the fact the "JAK Cataclysm" has a 3D-printed frame means the rifle would have almost no structural integrity (as with other Aftermarket Kits, but it is especially egregious here). By default it is fitted with a drum magazine which appears to be a hybrid of the Fostech 20 Round .50 Caliber Drum Magazine (compatible with the M82/M107) and the X-Products drum magazines. The weapon suffers from clipping issues, which range from the magazine's follower to the characters hands clipping into the weapon.
SIG-Sauer MG 338
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-6.8 style stock and the A2 grip.
Season 5 of Modern Warfare III adds the "JAK Protean" aftermarket conversion package for the weapon, which adds a select-fire option. The barrel is described as "telescopic" and much of the body is replaced with 3D-printed furniture to facilitate this, which makes the whole weapon considerably longer and leaving very little of the original gun intact (the only things that seem to stay are the stock and grip).
Steyr AUG HBAR-T
The Steyr AUG HBAR-T appears in the game as the "HCR 56", and is incorrectly depicted with an AUG A3's bolt release. 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 these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.
Launchers
Having the underbarrel grenade launcher attached will replace the alternate firing mode (either semi-auto on most weapons or full-auto on some battle rifles) with the grenade launcher mode if available. Picking up a weapon with a UBGL attached or switching to it in the campaign designates the grenade launcher as the "M203", regardless of what model of grenade launcher actually is. The same applies to multiplayer, though it is referred to as "KL40-M2" (GP-25).
Carl Gustaf M4
The Carl Gustaf M4 returns as the "STRELA-P".
FGM-148 Javelin
The stylized FGM-148 Javelin returns as the "JOKR".
FN40GL
The FN40GL appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as "Hellscream 40mm" in the Gunsmith.
GP-25
A stylized GP-25 appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name "KL40-M2".
Hybrid Flare Pistol
A fictional hybrid flare pistol seemingly mostly based on the Orion Flare Gun (with the grips of the 12-gauge version, but sized more similarly to the 25mm variant, and with parts of both variants' color schemes), with elements of the Webley & Scott No. 1 Mk. V (namely the trigger guard and the rounding on the front of the frame), and an overhanging breech similar to the Webley & Scott No. 3 Mk. I is available in Warzone, where it is used to signal for the re-deployment of teammates.
LMT M203
The LMT M203 grenade launcher is available as an underbarrel option for the "M4", M16, both MCX variants, "FTac Recon", RM277, and SR-25, under the name "SPW 40mm".
Madbull XM203
The same Madbull XM203/ISTEC ISL-200 hybrid from Modern Warfare appears as the "TL40 Fire Drake", and is available for the AUG A3, HK91, HK93, APC556, VHS-K2, and FAMAS Valorisé.
Milkor AV-140 MSGL
The Milkor AV-140 MSGL appears in the campaign as the "REV G-80" (while in other modes and in MWIII it's named "RGL-80"), firing high-explosive grenades only. As with its Modern Warfare counterpart, it reloads through the use of a (possibly VLTOR-made) grenade launcher speedloader. When reloading, regardless of how many grenades were shot prior to reloading, all are dumped. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.
The AV-140 MSGL is given to Garrick in "Violence and Timing," and some MSGLs can be found in the watchtower at the end of the "Prison Break" mission.
It is an available weapon in Modern Warfare III, being selectable in all multiplayer gamemodes and singleplayer. Changes from the MWII version of the launcher will be noted there.
RPG-7
The RPG-7 is once again featured as a standard rocket launcher in MWII, under the same name. Aiming down the sights now tilts 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.
SA-25
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 dubious ability to reload tubes, and dumbfire and lock on to ground vehicles.
Explosives
Model 7290 Flashbang Grenade
As with Modern Warfare, the "Flash Grenade" in the game is a Model 7290 flashbang grenade. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the "M84 Flash". Toggling the "Inverted Flash" option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.
Mk.V CN Gas Grenade
Using the same model as with the previous installment, a modernized depiction of the American Mk.V CN Gas Grenade appears in multiplayer as the "Tear Gas".
M18 Smoke Grenade
An M18 Smoke Grenade is seen on the default skin of operator Fender.
M88 HC Røyk Hånd Granat
The Norwegian M88 HC Røyk Hånd Granat appears in multiplayer as the "Smoke Grenade". As with the M18 Smoke Grenade before, it is also used to mark locations for some killstreaks/scorestreaks.
M67 Hand Grenade
A fictionalized M67 Hand Grenade with a different fuse design resembling RGO/RGN is featured in the game as the "Frag Grenade". Picking up the frag grenade in the campaign refers to it as "M67 Frag".
M18A1 Claymore
A fictionalized M18A1 Claymore using tripod legs instead of fold-open scissor-legs is featured in the game as the "Claymore", once again using laser tripwire detonators.
M7 Spider
A heavily stylized M7 Spider mine is featured as the "Cluster Mine".
M84 Stun Grenade
The same fictionalized depiction of the M84 stun grenade from the previous Modern Warfare installment is featured in multiplayer as the "Stun Grenade".
Hybrid Bouncing Mine
The "Proximity Mine" returns in MWII with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with MW19. It is accurately described as a "proximity-triggered explosive", as opposed to a "pressure-triggered" explosive in the previous installment.
"Thermite"
The "Thermite" grenade returns from MW19, under a slightly altered model and new texture. They function exactly how they were in Modern Warfare.
Mounted Weapons
AGM-114 Hellfire
Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and 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. These also appear to be mounted on the wing tips of the "Gunship" killstreak, which might explain the steerable 105mm rounds.
Browning M2HB
Various vehicles have turret-mounted Browning M2HBs, returning from the previous game.
Bushmaster M242 Chaingun
What appears to be fictionalized M242 Bushmaster chainguns are mounted and used on the M2A4 Bradley IFV (formerly called Light Tank) armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The "APC" (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm.
FN M240B
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 Mk.4 - CV90 "frankentank".
General Dynamics M197 Vulcan
The stylized Harrier II appears again with a low-detailed fictional twin barrel M197 Vulcan turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets.
General Electric GAU-8/A Avenger
A-10 Thunderbolt IIs return as the "Precision Airstrike" killstreak, performed with their General Electric GAU-8/A Avenger rotary cannons.
M230 Chain Gun
AH-64D/E Apaches return as an attack helicopter in-game. They mount M230 Chain Guns, with some apparently having two at the same time. The double-M230 Apaches appear in the campaign missions "Kill or Capture" and "Ghost Team".
M102 105mm Howitzer
The returning psudo-AC-130 "Gunship" also mounts the M102 105mm howitzer. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the "Close Air" and "Hardpoint" missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.
Mk 47 Mod 0 Grenade Launcher
A modified version of the Mk 47 Mod 0 Grenade Launcher returns from MW2019, this time mounted to the "MRAP" eight wheeled gun trucks added in Season 5. The weapon is controlled via a RWS turret during gameplay.
Minigun
Some kind of minigun is mounted on the "Wheelson" UGV killstreak unlike the auto grenade launchers used on the Wheelsons in Modern Warfare.
Mk44 Bushmaster II GAU-23/A
The "Gunship"'s AC-130J-based loadout includes the 30mm Mk44 Bushmaster II GAU-23/A gun. It functions akin the Bofors 40mm seen previously.
Yakushev-Borzov Yak-B
Mil Mi-24V "Hind" helicopters appear in MWII and feature the nose mounted Yakushev-Borzov Yak-B rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.
Other
Hybrid Reverse Draw Crossbow
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions "El Sin Nombre" and "Alone", and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available.
Unusable Weapons
Beretta M9A3
The Beretta M9A3 appears on Gus' skin "El Santo" in the shoulder holster. It uses the "Renetti" model from Modern Warfare with the "Veins of Gold" blueprint grips. It appears to be missing the hammer, however.
Glock 18C / Arsenal Firearms Strike One hybrid
A hybrid pistol appears on Ghost's "Gilded Reaper" skin. It is actually one of the blueprints of the "X16" (Glock 21) from Modern Warfare, which has an Arsenal Firearms Strike One-style frame combined with the "Singuard Arms Featherweight" barrel, the latter consisting of a Glock 18C's slide with custom cutouts on the side.
Heckler & Koch USP
What looks like a Heckler & Koch USP appears in operator Velikan's drop-leg holster.
Colt M1911
A Colt M1911 is seen on the "Watch Your Back" calling card.
Kimber Custom TLE/RL II
The previous game's Kimber Custom TLE/RL II is seen in the "Ghosting Everyone" loading screen and the "Shaded Ghost" calling card.
Additionally, a Kimber is seen in a cartel member's waistband in the campaign during the mission "El Sin Nombre". It is modeled after the "Callous" blueprint from Modern Warfare, which has a classic Colt M1911-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.
STI Tactical
Two unusable STI 2011 pistols resembling the STI Tactical 5.0 can be seen on a table during the mission "Recon by Fire" outside the fish hatchery. It uses the model of the "Corax" blueprint from Modern Warfare, which has a SIG-Sauer 1911 style skeletonized trigger.
SIG-Sauer P320 RX
Modern Warfare’s SIG-Sauer P320 RX is seen on "The Technician" skin of operator Hutch, fitted with the "A9-16 Lightweight" custom slide. One in a similar configuration can also be seen on Captain Price's chest holster on the skin called "The King".
IMI Uzi
An IMI Uzi is seen in the "Briefing" loading screen.
AK-47
A portrait of Diego inside the Las Almas mansion has two AK-47s crossed in the background. These appear to be the "Golden Dragon" blueprint from MW19. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level.
ArmaLite AR-10
What appears to be an ArmaLite AR-10 is seen on the "Sliding Down" calling card.
FAMAS F1
A FAMAS F1 is seen in the "Wading" loading screen.
GE M134 Minigun
A handheld GE M134 Minigun is seen on the "Bull's Barrage" calling card.
PKM
Two racks with three PKMs each are also found next the AK-47s on Farm 18.
Season 5 Gun Rack
The Season 5 intro cutscene features a rack with multiple weapon models from Modern Warfare, namely the Heckler & Koch MP5A3, Remington 870 MCS, Colt Model 933, along with unmodified versions of the aforementioned Glock 21 and P320, as well as the Uzi, AK-47, FAMAS F1, AUG A3 9mm XS, and M14.
Taser X26
Kyle Garrick is seen with an X26 Taser in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named "Takedown".
AN/M14 Incendiary Grenade
Some operators have the AN/M14 incendiary grenade on their webbing. It isn't usable in-game nor are any NPCs depicted using it.
RGD-5 hand grenade
An RGD-5 hand grenade is seen on Enzo Reyes' "Snack" skin, as well as on Zero's "Dry Heat" and "Night Heat" skins.
RGN fragmentation grenade
An RGN fragmentation grenade is seen on Kleopatros Gavras's "Hustle" skin.
M29 Mortar
M29 Mortars are used by cartel members in "Recon by Fire" if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019.