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Call of Duty: Black Ops

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Call of Duty: Black Ops
Cover BLACKOPS final.jpg
Official Box Art
Release Date: 2010
Developer: Treyarch
Publisher: Activision
Series: Call of Duty
Platforms: Windows
PlayStation 3
Xbox 360
Genre: First-Person Shooter

Call of Duty: Black Ops (also known as CoD:BO or BO and often referred to as "Blops") is the seventh main installment of the Call of Duty series and the sequel to Call of Duty: World at War. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.

The game takes place between the years of 1961 and 1973 during the Cold War. The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by Sam Worthington), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by Ed Harris), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by James C. Burns), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by Ice Cube), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by Gary Oldman), a former World War II Soviet Army Captain (returning from World at War) who served under two of the men now being hunted, until he was betrayed by them.

(*) denotes legacy weapons from World at War exclusive to either singleplayer or Zombies.


The following weapons appear in the video game Call of Duty: Black Ops:


Many of the mechanics of the weapons, attachments and the loadouts were retained in previous entries (beyond renaming some of the perks). One significant difference is the method of unlocking weapons in this game: rather than obtaining the weapon from the get-go when leveling up, weapons must be purchased through the use of CODPoints (as in, normal game currency and not premium currency used in later games) in order to utilize them, though the player still needs to be leveled up in order to buy them. Attachments and camouflages can now be obtained as soon as the weapon is bought rather than completing challenges, though they must be purchased with CODPoints in order to be used as well. One weapon in every category in multiplayer (exempting the launchers) are designated as classified weapons, with the weapon information and icon hidden and locked until the player buys the weapon after obtaining all of the previous weapons in its category.

Create-A-Class has been expanded from its previous iteration. Player characters can have their models changed by their perks instead of their primary weapons, and they can be customized with a variety of face camo. Reticles and lenses for the weapon sights can now be customized, and one can etch a clan tag to their weapon as well. Secondary weapons consist of fewer weapon categories compared to Modern Warfare 2, being only able to carry a handgun, a launcher or a "special" weapon (which is either a ballistic knife or a crossbow). Shotguns return to the primary weapon category and some machine pistols are available as submachine guns. Some exotic special weapons are available in multiplayer as killstreaks.

In multiplayer, all handguns, the Skorpion, MAC-11, PM-63, Kiparis and the Model 10 can be dual-wielded. The CZ 75 as well the latter three machine pistols are available dual-wielded in singleplayer, while the M1911, HS-10 and PM-63 can be upgraded through the "Pack-A-Punch" machine to be dual-wielded. Standalone melee weapons have been expanded in Black Ops, though most of them appear in singleplayer and Zombies, not in multiplayer. The new "Mule Kick" Perk-a-Cola in Zombies allows the player character to carry three weapons at once.

See the discussion page for miscellaneous weapon and attachment information.



The ASP is featured in the game. In singleplayer, Mason uses an ASP in "Operation 40" set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s.

It is not available for the player in any fashion in Zombies mode, though game files of it are still referenced within the game.

ASP - 9x19mm. This is the firearm used in the production of the film Cobra.
The initial draw animation of the ASP has a quick racking of the slide.
An OP 40 holds an ASP in the "Hotel" DLC level.
Aiming down the unique "guttersnipe" sight.
Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.
Empty reload, with the spent mag visible.
Drawing dual ASPs - the slides are released to chamber both pistols.
Dual ASPs in idle.
Reloading; the left pistol's empty mag is barely visible.

Colt M1911

Just like in Call of Duty: World at War, the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and Zombies mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.

In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and Zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.

Two M1911s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name "Sally" engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably "Mustang"). The upgraded variant allows to be dual-wielded and it fires deadly grenade rounds along with other benefits. The trend of having a starter handgun fire grenade rounds when upgraded is something that is repeated in other games that feature a Zombies mode, until Black Ops Cold War.

Colt M1911A1 - .45 ACP
Blued Colt MK IV Series 80 - .45 ACP
Nickel Plated Colt M1911A1 - .45 ACP
The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a Colt MK IV Series 80. Note also the cocked hammer, just like in World At War. Oddly, the slide is parkerized, but the frame and magazine are blued.
Aiming the campaign M1911.
Reloading the pistol.
Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.
Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.
The initial draw animation of the M1911. The character locks the slide back (without reaching for it) and then releases it. Why you'd do this instead of racking the slide directly is a mystery.
The nickel-plated Colt in idle.
Aiming down the iron sights.
Reloading the pistol.
When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols, again, without using the slide release lever.
And then releases them. It looks like the ejection port of the pistol on the left is solid.
Holding dual M1911s.
Ejecting spent magazines.

Colt Python

The Colt Python appears in-game as the "Python". In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in "Executive Order", and pulls one out of nowhere to save a downed Woods in "SOG" and clear Vietcong tunnels in "Victor Charlie" (paired with a flashlight using the anachronistic "Harries Technique" stance). In "Payback", a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).

The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder (using gravity and not the ejector rod, no less) and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in many of Treyarch's later Call of Duty games.

Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.

Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the incorrect moniker of "ACOG Scope". A Python with speedloaders appears as the first weapon tier in Gun Game.

Colt Python - .357 Magnum
Colt Python Snub Nose with 2.5" barrel - .357 Magnum
The draw animation has the player-character perform a quick brass check and cylinder spin.
Holding the Colt Python in Nuketown.
Iron sights.
Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.
Properly closing the cylinder, MW2-style.
Ejecting all the rounds at the start of a speedloader reload.
Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&W Model 27 in Call of Duty: World at War.
Drawing dual Colt Pythons.
Dual Colts in idle.
Reloading; also the same animations as the dual Colt Anacondas in MW2.
Pointing a snub-nosed Python at comrade Castro.
A VC Bookie hands a snub-nosed Colt Python to Mason.

CZ 75

The CZ 75 is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level "Numbers" and Mason in "Payback", and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the "Full-Auto Upgrade" attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding. The in-game model features a combination of a CZ 75B slide with a "Pre-B" frame. The CZ 75 is highly anachronistic to Black Ops: not only did production first start in 1975 (as the name implies), but both the CZ 75B and the CZ75 Automatic weren't introduced until 1992.

In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in Zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in Zombies reduces its capacity to 12. All these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.

"Pre-B" CZ 75 - 9x19mm Parabellum
CZ 75B - 9x19mm Parabellum
Racking the CZ 75's slide in the equip animation.
The CZ in-game.
ADS view.
Reloading the CZ 75. Note the "CZ 75 B" marking on the slide.
Pulling the slide to chamber a round.
Equipping dual CZs.
Reloading the twin pistols.
CZ 75 Automatic with spare magazine - 9x19mm
Reloading the CZ 75 Automatic.

Makarov PM

The Makarov PM appears in in the game, though not available in Zombies mode. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the anachronistic civilian versions. A pair of Makarovs make up the second weapon tier of Gun Game.

Makarov PM - 9x18mm Makarov
Baikal IJ-70 - 9x18mm Makarov
Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.
Holding the Makarov.
Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.
Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.
Double the Makarovs.
Reloading the two Makarovs.

Tokarev TT-33(*)

Capt. Viktor Reznov uses a Tokarev TT-33 and flashlight to clear the ship in the World War II mission "Project Nova". Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game) which is extra odd considering the Red Army troops who would use it are incapable of being knocked into a Last Stand state, making capturing one from a British commando the only way to use the Tokarev against enemies.

Tokarev TT-33 - 7.62x25mm Tokarev
The Tokarev TT-33/flashlight combo in idle. As with the Python, the pistol and the flashlight are held in a "Harries Technique", which was again, anachronistic throughout the entire time period.
Aiming down the sights.
Dropping a magazine while holding the flashlight with the left hand.
About to thumb the slide release on an empty reload.
Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a Mosin M38 sniper rifle as if the latter has a pistol grip.

Walther P38(*)

At the end of the first part of the World War II flashback mission "Project Nova", Dr. Friedrich Steiner waits for the Soviet troops with a Walther P38 drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen as German troops in the level cannot be knocked into Last Stand.

Walther P38 WWII dated with black grips - 9x19mm
The Walther P38 is in the right hand of Steiner.

Submachine Guns

Many of the submachine guns lack a buttstock by default, and gain one when the "Grip" attachment is used in multiplayer. This will also change the first draw animation, with the user unfolding the stock.

Heckler & Koch MP5K (#0001)

An early Heckler & Koch MP5K is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in "Executive Order", a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the H&K MP5 did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976.

Heckler & Koch MP5K serial number 0001 with 15-round "waffle" magazine - 9x19mm
Drawing the MP5K.
The MP5K being held.
Aiming down sights.
Pulling back the charging handle...
...inserting a new magazine...
...and slapping the handle forwards.
An MP5K with an Elbit Falcon red dot sight (the "Red Dot Sight" attachment of Black Ops) attached via standard HK claw type mount in "Executive Order". The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.
Aiming down the red dot sight.
Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&K UMP. In the final game, Woods' MP5K appropriately has the foregrip.


An IMI Uzi with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer.

IMI Uzi - 9x19mm
Drawing the Uzi, attaching any sort of sight makes the hand clip through the said sight.
The Uzi in idle.
Iron sights.
Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as "IZI" and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 ("IMI" should have been written instead). Other markings include "semi auto" and "MODEL B", and the fire selector has "A-F-S" markings; these indicate that the weapon is a civilian model converted to full-auto.
Racking the charging handle to finish the empty reload.
Unfolding the stock when the "Grip" is equipped. The extended mag is also present.

Ingram MAC-11

The MAC-11 is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip and Dual-Wield attachments (though using the latter would remain unfolded). It can be found in the campaign level "Redemption" and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the MAC-10, would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).

MAC-11 - .380 ACP
The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon. The player character opts to use it with just one hand, which may not be the wisest choice.
Iron sights.
Racking the charging handle.
Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.
A MAC-11, now with its telescoping stock.
Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.
A suppressed MAC-11 on a promotional artwork.

M1A1 Thompson(*)

The Thompson M1A1 fitted with a Cutts compensator is available in Zombies mode for 1200 points in the DLC maps Nacht der Untoten, Verrückt, Shi No Numa, and Der Riese, with a magazine capacity of 20 rounds.

M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP
The Thompson in Zombies.
View down the "V" notch of the iron sights.
Inserting a fresh magazine.
Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.


The MP40 is used by German soldiers in the World War II flashback mission "Project Nova". It is also available for purchasing for 1,000 points in the Zombies maps "Kino der Toten", "Verrückt", "Shi No Numa", "Der Riese", and "Call of the Dead". The MP40s that appear in "Project Nova" have have a somewhat frosted look to them, while in Zombies the MP40 reuses its World at War texture.

MP40 - 9x19mm
The MP40 in "Project Nova."
ADS view.
Reloading the SMG.
Pulling the bolt handle.
A not-frosty MP40 in "Kino der Toten."

OTs-02 Kiparis

The KBP Instrument Design Bureau OTs-02 Kiparis is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the "Grip" attachment, like other submachine guns in the game. The final "classified" submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player. The Kiparis is also anachronistic, being designed in 1976 and not put into any production until 1991.

OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov
Holding the Kiparis.
Iron sights.
Inserting a magazine.
Charging the weapon.
Dual OTs-02 Kiparis submachine guns.
Unfolding the Kiparis equipped with a stock.
A Kiparis with reflex sight during the mission "Numbers". The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.
A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.


A PM-63 RAK is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be considered somewhat historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until 1964. It is accurate for the rest of the game's time frame. However, the in-game model is marked with a manufacture date of 1972 on the right side of the slide, technically making the particular guns featured in the game anachronistic.

PM-63 RAK - 9x18mm
Drawing the weapon.
Holding a PM-63.
Iron sights.
Dual PM-63s. The front grips are folded down.
Pulling out the retractable stock. This PM-63 also has the extended magazine.
Holding the stocked PM-63.


The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the PPSh-41 in the World War II flashback mission "Project Nova". Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in Call of Duty: World at War's multiplayer mode.

PPSh-41 with 35-round stick magazine - 7.62x25mm Tokarev
The PPSh-41 in "Project Nova".
Aiming the PPSh.
Reloading a 35-round stick magazine.
Pulling the bolt.
The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.

Sa vz. 61 Skorpion

The Sa vz. 61 Skorpion is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its Modern Warfare counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of vz. 61s makes up the sixth weapon tier in Gun Game.

It first appears in 1961 segment during the mission "Operation 40"; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. It is accurate for the later Vietnam based missions, as the Vietcong and NVA did use Skorpions in real life.

Sa vz. 61 Skorpion - .32 ACP
Drawing the Skorpion.
Holding a vz. 61.
Aiming down the rather small sights.
Reloading the Skorpion.
Racking the bolt, though the ejection port shows the bolt never moves.
The Skorpion with a suppressor and its folding stock.
Dual-wielding the vz. 61. Or, should we say, the Klobb.
Tossing out spent magazines.

SITES Spectre M4

The Italian Spectre M4 is one of the available SMGs under the name "Spectre", and has a 30-round capacity (with Extended Mags giving it the extended 50-round magazine, although the actual capacity only increases to 45). Its folding stock is absent by default, but is added when the "Grip" attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s.

Spectre M4 - 9x19mm
A player character holds a Spectre M4.
Iron sights.
Reloading the weapon.
Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.
Pulling back the bolt.
Unfolding the folding stock in the draw animation when the stock is equipped.
Holding the Spectre M4 with the stock, and also a suppressor.

Sten Mk II(*)

The Sten Mk II is carried by British commandos in the World War II flashback mission "Project Nova", and is usable by the player.

Sten Mk II - 9x19mm
The Sten in first person. As with most entries in the series, it is improperly held by the magazine.
Looking through the weapon's rather simple iron sights. Like the Type 100, it is held at a slightly canted angle due to sharing the latter's animations.
Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.
Charging the SMG.
British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really "holding" his Sten per se; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.
A Sten Mk II on the ground.

Type 100(*)

The Type 100 appears in the DLC Zombies maps Shi No Numa and Der Riese for 1000 points.

Type 100/44 with magazine removed - 8x22mm Nambu
Holding the Type 100.
Aiming down sights. Note the rear sight appears to have been updated with white dots.
Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.

Walther MPL

The Walther MPL is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks its wireframe folding stock by default, but regains it when the "Grip" attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.

Walther MPL with stock extended - 9x19mm
Drawing the MPL.
The weapon in idle.
Iron sights.
The Walther MPL being reloaded.
Pulling the bolt handle.
The alternate draw animation when the weapon is equipped with the "Grip" attachment, which unfolds the "Grip".
An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.

Assault/Battle Rifles


The weapon referred to as the "AK47" in-game is in fact a composite of several different AK variants. The main receiver is taken from an AKS-74 (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the period-appropriate AK-47 or AKM), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.

In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an RPK-74 magazine.

AKS-74 - 5.45x39mm. Image used to show the receiver.
AKM - 7.62x39mm
Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.
Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.
The AK in idle.
Aiming down the hybrid AK's sights.
Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.
Racking the charging handle.
An on-screen blip for picking up a dropped AK with the "Dual Mag" attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the "ACOG Scope" attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.
The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.


The AKS-74U appears with the same "AK-74u" name used for the JG Beta-F Airsoft gun in Call of Duty 4: Modern Warfare and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game. Equipping a foregrip or the BS-1 grenade launcher alters the first draw animation to not dramatically chamber the first round. It is anachronistic as it was not developed until 1979 (and the parent AK-74 until 1974).

AKS-74U - 5.45x39mm
The AKS-74U in idle.
Looking through the sights. As in CoD4, they are misaligned.
Reloading. Note the odd shape of the gas tube/top handguard.
Charging the weapon.

Colt USAF M16 (Colt Model 604)

The USAF variant of the original M16 is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the "Commando" below).

It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was "an early prototype", although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.

When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in Call of Duty 4: Modern Warfare and Modern Warfare 2, and can also be seen on the "Commando" in this game. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.

Upgrading the M16 with the Pack-A-Punch machine in Zombies mode turns it into the "Skullcrusher", which fires laser-like rounds and mounts an M203 grenade launcher. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.

Colt USAF M16/Model 604) - 5.56x45mm
Drawing the M16.
An M16 in idle.
Iron sights.
Reloading. Note the 20-round mag.
Pressing the bolt release.
Reloading a 30-round-sized-45-round magazine.
Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the bayonet lug of the M16. This might be due to the M16 being scaled smaller in 3rd person.
Frank Woods with his M16. The odd size of the third-person model is apparent here.
Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.


The weapon referred to in-game as the "Commando" appears to most closely resemble a GAU-5A/A with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (Colt's marketing term for their AR-15 carbines) which the GAU-5A/A is related to.

It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.

Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. Also like the M16, mounting optics will remove the front sight and the gas block, which would prevent the gun from cycling in reality. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.

Upgrading the "Commando" with the Pack-A-Punch machine in Zombies mode turns it into the "Predator" (a reference to the Arnold Schwarzenegger movie Predator; Commando is also the name of another movie in which Schwarzenegger starred, hence the reference). The "Predator" fires laser-like rounds and has a forty-round magazine instead of thirty.

GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm
The "Commando" in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.
Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sights' model has improved from MW2, being depicted with more true to life knobs. They are however anachronistic to the setting, and are still mounted backwards.
Reloading the Commando. Note the lack of auto sear pin; this is also a trait shared with the M16.
Slapping the bolt release button.
Reloading a Commando with several attachments, including dual mags.
Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.
Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.
Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the "ACOG Scope" attachment (none of which being the actual Trijicon ACOG, which would be an anachronism).

Enfield XL60

The Enfield XL60 is one the assault rifles available in the game, under the name "Enfield". Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission "Rebirth". The XL60 is anachronistic, not entering the design stage until 1972 and not entering production until 1976. Interestingly, the ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested in the Enfield EM-2, rather than the XL60's 4.85 caliber, meaning it might've intended to have been the not-anachronistic EM-2 during development.

XL64E5 - 4.85x49mm
Drawing the XL60.
The XL60 in idle.
Aiming through the ever-present Troy Battle Sights.
Reloading the XL60.
As in MW2, the "ACOG scope" model for the XL64 is a SUSAT. The SUSAT is also used as the "ACOG Scope" model for the AWM.
Aiming through the SUSAT.
An XL60 on the ground with an IR scope attached.

FAMAS Valorisé

A prototype version of the FAMAS Valorisé appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, "Redemption". The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. The weapon is marked "MAS .223", which refers to a semi-automatic civilian version of the FAMAS. It appears as the tenth weapon tier in Gun Game.

If upgraded with the Pack-A-Punch machine in Zombies mode, it will turn into the "G16-GL35" (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight.

FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm
Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.
Aiming through the rail-mounted iron sights.
Reloading the FAMAS.
Pulling the charging handle.

FG 42(*)

The FG 42 can be purchased in the DLC Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.

First pattern FG 42 - 7.92x57mm Mauser
Holding the FG42 on Der Riese, near its spawn point.
Aiming down sights, which still have a lot of zoom as they did in World at War outside of its multiplayer mode. The weapon is also visible on the wall here.
Takeo works the charging handle.


The FN FAL is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the "G Series" FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 "Hythe" foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.

While its usage by the Cubans is accurate (the Batista government did place an order for FALs prior to the Communist Revolution and said FALs were later used by the Castro regime), these were standard FAL 50.00s with a polymer handguard, markings and so on. The G Series is a decent enough stand-in for the Cubans, the NVA not so much.

FN FAL "G Series" - 7.62x51mm NATO
The FN FAL in idle.
Looking through the "Hythe" sights, the presence of which on Cuban FALs would be historically questionable.
Inserting a new magazine, which is visibly empty.
Pulling the charging handle.
Reloading the jungle-style dual mags on a FAL with a custom weapon finish.

Gewehr 43(*)

The Gewehr 43 costs 600 points in the DLC Zombies maps Verrückt, Shi No Numa, and Der Riese.

Gewehr 43 - 7.92x57mm Mauser
Holding the G43.
Inserting a new magazine on empty.
Releasing the bolt.

Heckler & Koch G11 K2

The Heckler & Koch G11 K2 is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level "Numbers". As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The G11 K2 variant depicted in game was made in 1989.

The weapon is erroneously depicted with rail mounted iron sights by default (the same anachronistic Troy Battle Sights used elsewhere); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: "Low Power Scope" or "Variable Zoom". The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.

Upgrading the G11K2 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called "G115 Generator"; it fires laser-like rounds, but has the normal ammunition capacity.

Heckler & Koch G11 K2 - 4.73x33mm
Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.
Holding the default railed G11.
Aiming down the Troy Battle Sights.
The G11 with its Low Power Scope.
The reticle of the Low Power Scope.
Reloading the G11. The player removes the magazine without pressing the release button behind the sight, though given the scarce information of the weapon at the time, this is somewhat understandable.
Inserting a new magazine stick. The two extra mags are never used.
Looking at the Aurora australis with a white, scoped G11 K2.


The IMI Galil ARM is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version. Its appearance is anachronistic for the campaign, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972.

Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the "Lamentation"; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds.

IMI Galil ARM - 5.56x45mm
Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.
Holding a Galil ARM.
Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.
Inserting a new magazine.
Pulling the charging handle.
The Pack-A-Punched "Lamentation". Note the added rail mount mounting the red dot sight as well as the removal of the iron sights.
Looking through the Lamentation's red dot sight. Note the S-shaped reticle.

M1 Carbine(*)

The M1 Carbine can be purchased in Zombies mode for 600 points in the DLC maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in World at War, where it was referred to as the M1A1 folding stock variant).

WW2 era M1 Carbine with spare magazine pouch - .30 Carbine
An M1 Carbine in "Nacht der Untoten."
View down the aperture sights.
Reloading the M1 after seeing off some of the Third Reich's undead.
Chambering a fresh round.

M1 Garand(*)

The M1 Garand is available for 600 points in the DLC Zombies maps Verrückt and Shi No Numa.

M1 Garand - .30-06
Holding the Garand.
Iron sights.
Reloading the Garand mid-clip.
Inserting a new clip.


The M14 is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower. For some reason, it uses an eight-round magazine in Zombies despite using a twenty-round one in single-player and multiplayer modes; this is likely to substitute the M1 Garand in Zombies mode maps present in Black Ops, though it is inferior in some statistics (namely reload time and reserve ammo) when compared to each other.

Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in Call of Duty: Modern Warfare 2 rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.

M14 rifle - 7.62x51mm NATO
M14E2 Light Machine Gun - 7.62x51mm NATO
Drawing the M14.
Holding the M14.
Aiming down sights.
Reloading; its reload animations are taken from Call of Duty: Modern Warfare 2's Mk 14 EBR. Note the lack of ammunition in the ostensibly-full magazine, also visible in the equip and charging animations.
Pulling the bolt. While not visible here, the bolt incorrectly doesn't rotate; this causes it to clip through the back of the receiver when fully rearward.
The M14 with a foregrip.
The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.
M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.

Steyr AUG

The Steyr AUG is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the "ACOG Scope" to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes. Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978.

If upgraded with the Pack-A-Punch machine in Zombies mode, it will turn into the "AUG-50M3" (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a Knight's Armament Masterkey, but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.

A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed. The AUG lacked its foregrip in the beta, but has it in the final game.

Steyr AUG A1 - 5.56x45mm
Steyr AUG Special Receiver - 5.56x45mm
The default multiplayer AUG A2, with its Picatinny rails.
Aiming down the rail mounted iron sights.
The multiplayer AUG fitted with the "ACOG Scope", which turns it into an AUG A1 with a Swarovski scope.
Aiming down the scope.
Reloading the surprisingly detailed, but empty magazine.
Charging the weapon.
The AUG as seen with a higher-than-normal FoV in "WMD", when the game shifts player control between the SR-71 Blackbird navigator and Hudson.
Our skydiving protagonist takes "two is one and one is none" to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.
The beta Steyr AUG without the foregrip in hands of Agent Weaver. Note how he's holding it by the barrel, a bad idea in real life...
Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.

Stoner 63A

The Stoner 63A in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level "Redemption", where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.

Stoner 63A, Assault Rifle configuration - 5.56x45mm NATO
Holding the Stoner 63.
Iron sights.
Reloading the magazine.
Pulling the charging handle.
Stoner 63 in the final level of the game "Redemption", which is equipped with an anachronistic Aimpoint Electronic "Reflex Sight", mounted on a piece of rail that replaces the original rear sight.

Sturmgewehr 44(*)

The Sturmgewehr 44 is used by the Germans in the World War II mission "Project Nova" and can be used by the player. It can also be purchased for 1200 points in the DLC Zombies maps Verrückt, Shi No Numa, and Der Riese.

Sturmgewehr 44 - 7.92x33mm
Holding an StG-44 that was left out in the cold for too long given how thin it is.
Aiming the Sturmgewehr.
Pulling the charging handle.


Beretta Model 682

While named after the Rottweil Olympia Over/Under 72 shotgun, the "Olympia" is in fact modeled after a Beretta 682. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985.

Beretta Model 682 Gold E - 12 gauge
An actual Rottweil Skeet Olympia 72, for comparison - 12 gauge
Double Rainbow! Drawing the "Olympia".
Holding the shotgun.
Aiming the shotgun.
Popping out the fired shells.
Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.

Double-barreled shotgun(*)

A full-length double-barreled shotgun can be purchased in DLC Zombies maps "Nacht der Untoten", "Verrückt", and "Der Riese" for 1200 points. A sawed-off version can also be purchased in "Nacht der Untoten" and "Verrückt", also for 1200 points. Their models appear to be reused from Call of Duty: World at War, and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.

In the opening cutscene of the zombie-movie themed Zombies map "Call of the Dead", Michael Rooker (voiced by himself) is seen using a pair of sawn-off double-barreled shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.

L.C. Smith shotgun - 12 gauge
The Double Barrel shotgun in "Nacht der Untoten". Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from World at War fitted with its "Grip" attachment (a larger forend).
Bead sight view.
Cracking open the barrels. Remember, shop smart, shop S-Mart.
Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the "Spicy 3-Inch" shells that most of the other shotguns use.
Inserting new shells.
Screen-used sawed-off Victor Sarasqueta shotgun from Mad Max: Fury Road. Image from MIL.SPEC.
Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.
Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on "Verrückt"; note how this version has the larger forend, and is thus held correctly.
Reloading a single shell.

Franchi SPAS-12

The Franchi SPAS-12 is featured in Black Ops. In contrast to MW2's SPAS, the one featured in Black Ops fires semi-automatically and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell. In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.

In singleplayer, it is found in "The Defector" and "Numbers" missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. In "The Defector," Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary "Dragon's Breath" rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.

Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called "SPAZ-24"; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.

Franchi SPAS-12 - 12 gauge
Drawing the SPAS-12.
Holding the shotgun.
Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to F.E.A.R., allowing the user to use its iron sights which are normally unusable whilst the stock is folded.
Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.
Obligatory pump. The pump is locked forward in semi-auto mode; the bolt would have to be locked back and then released to rechamber in this mode.

High Standard Model 10

The semi-automatic High Standard Model 10B is found in the game under the name "HS-10". It is the last shotgun unlocked in multiplayer (being the "Classified" weapon of the class, it requires purchasing the other three). It holds 4 shells in multiplayer and 6 shells in Zombies mode; it does not appear in singleplayer.

Its only "attachment" is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, "Caution: Do not fire from left shoulder" to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an "extended mags" attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.

The Pack-A-Punched Model 10 in Zombies mode is called Typhoid & Mary.

High Standard Model 10B - 12 gauge
Drawing the shotgun with a rack of the bolt handle.
Holding the HS-10.
Aiming down the sights.
Charging the shotgun.

Ithaca 37 "Stakeout"

An Ithaca 37 "Stakeout" with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 is not anachronistic (introduced in 1937), the Stakeout is as it was not produced until 1981. The Ithaca is used as the fourth weapon tier in Gun Game. As with the AKS-74U above, using a grip alters its first draw animation: the user bringing up the weapon without pumping the action.

Ithaca 37 "Stakeout" - 12 gauge


The Soviet KS-23 shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.

It first appears during the mission "Operation 40", set on Cuba in 1961, further KS-23 used by the Soviet forces since "Vorkuta" in 1963, and later it used by Viet Cong in "Crash Site" mission set in 1968. All of these appearances are anachronistic, as the KS-23 started development in the 1970s and was only introduced into production in 1981.

KS-23 - 23x75mmR
A pile of KS-23s lie on the ground.
Mason chamber checks his KS-23 when he first picks it up.
Mason holds his KS-23. It has a serial number "FS259".
KS-23 iron sights.
Mason pumps the shotgun, ejecting a dirty 23mm shell.
Mason reloads his KS-23.

KS-23 with harpoon

A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or "skewer the winged beast", as the plan describes it) during "Vorkuta". It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 "Koshka" ("The Cat"), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.

KS-23M with synthetic stock and OTs-06 "Koshka" harpoon attachment.
Mason finds the KS-23 harpoon gun and its past owner.
With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.
"Aiming" the harpoon gun.

Winchester Model 1887

Near the end of the singlepalyer level "Vorkuta", Mason wields a Winchester Model 1887 (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model is the same one from Modern Warfare 2, which was based on the 1887 used in Terminator 2: Judgment Day.

The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.

The sawed-off Winchester 1887 with large-lever loop used by Arnold Schwarzenegger as The Terminator - 10 gauge
This scene sure looks familiar...
Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.

Winchester Model 1897 "Trench Gun"(*)

The Winchester Model 1897 "Trench Gun" is available in Zombies mode in the DLC maps "Nacht der Untoten", "Verrückt", "Shi No Numa" and "Der Diese" for 1500 points.

Winchester Model 1897 Trench Gun - 12 gauge
The Winchester 1897 in Zombies.
ADS of the M1897.
Tank Dempsey gets his thumb stuck in the loading gate....
....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.

Machine Guns

As with the Modern Warfare series and unlike Treyarch's World at War, machine guns in multiplayer are incorrectly classified once again as "light machine guns". The HK21 hybrid and the M60E3 are general-purpose machine guns, and while the Stoner 63 weapon system can be configurated into the belt-fed light machine gun, the one depicted in-game uses the assault rifle configuration, and thus it is listed under the "rifles" category on this page.

Browning Automatic Rifle M1918A2(*)

The Browning Automatic Rifle M1918A2 can be purchased for 1800 points in the DLC Zombies maps "Nacht der Untoten", "Verrückt", and "Shi No Numa".

M1918A2 Browning Automatic Rifle - .30-06
Three Nazi zombies walk into a BAR...
BAR iron sights.
Reloading the BAR. Not an easy weapon to hold upwards with one hand.
Locking the bolt back.

GE M134 Minigun

A handheld M134 Minigun (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name "Death Machine". In the campaign, it is found in the level "Vorkuta". In multiplayer, it appears as a killstreak reward. It is also available in Zombies mode as a power-up, with unlimited ammo but disappearing after 30 seconds.

This weapon is a modified version of the now-standard Terminator 2-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse "ear"-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the "Mounted M134" further down this page for reference) rather than the traditional four-disc clamp.

Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.

The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled "Sparky" in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.

It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld "Death Machine" model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.

Airsoft handheld M134 Minigun - (fake) 7.62x51mm
Mason looks at an M134 Minigun that somehow appeared in a Soviet gulag located in Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.
Mason "raising hell" with the hand-held M134. The events of "Vorkuta" are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.
A member of the Cuban Revolutionary Armed Forces (called "Tropas" - the Spanish word for "Troops" - in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as "Treyarch logic".
A chopper gunner on a UH-1 Huey with the GE M134.
The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the "eyes" of the autonomous targeting AI.
A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the "Berlin Wall" multiplayer level. Again, precisely how communists got their hands on US Miniguns is a question beyond the wit of man.

Heckler & Koch HK21

The Heckler & Koch HK21 appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round G3 magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics. Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.

In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called "H115 Oscillator", firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.

Heckler & Koch HK21 with rear mounted bipod and magazine feed - 7.62x51mm NATO
Heckler & Koch HK21E - 7.62x51mm NATO
HK21 in idle.
Iron sights.
Throwing away the short G3 magazine.
Inserting a fresh magazine.
Pulling the charging handle.
Reloading the very-low detail drum magazine.
Hudson examining a drum-magged HK21 in Clarke's weapon's cache.


The M60E3 general purpose machine gun is available in the game, labelled as the "M60". The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original M60 was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens). In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in Black Ops. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.

Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in "S.O.G." as one of the starting weapons, and can also be found in the level. Mounted M60s appear in "Operation 40", "S.O.G.", "The Defector", and "Rebirth", where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.

M60E3 with short barrel - 7.62x51mm NATO
Holding the M60E3. Note the backwards mounted rear sight.
Aiming down sights.
Racking the charging handle at the start of the reload.
Flipping open the feed tray cover.
Replacing the belt box.
Manning an emplaced M60E3 in "S.O.G."


The "RPK" is a hybrid of various weapons, including the RPK-74M, the Saiga rifle series and the Zastava M72 (all three being anachronistic). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the "SAIGA CAL 7.62x39" markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).

The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level "Operation 40" set in 1961). When equipped with the "ACOG Scope" attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.

RPK-74M - 5.45x39mm
Saiga - 7.62x39mm
Zastava M72 - 7.62x39mm
Idle. Note the ribbed handguard.
Iron sights.
The player character tosses up the new magazine in his left hand...
...and rocks the new mag into the weapon.
Pulling the charging handle.
Reloading the "RPK" with a drum magazine.
An RPK with an "ACOG Scope" (actually a PK-AV scope).
An RPK with "Dual Mags".
The third-person model of the hybrid RPK.

Sniper Rifles

Accuracy International Arctic Warfare Magnum

The Accuracy International Arctic Warfare Magnum is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. An AWM appears as the fourteenth weapon tier in Gun Game.

In-game, the AWM is called the "L96A1", which is actually the British service designation for the Accuracy International Precision Marksman. The proper designation for the variant used in the game is L115A2, which has a folding stock. Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the "L115 Isolator", firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.

Accuracy International Arctic Warfare Magnum - .338 Lapua Magnum
A real L96A1 for comparison - 7.62x51mm NATO
Drawing the AWM.
The AWM in-game. Note the odd tint to the scope's lens.
The scope overlay of the weapon.
Pulling back the bolt.
Reloading the weapon.
The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has "ACCURATELY NATIONAL EAGLELAND" written on the side.

Heckler & Koch PSG-1

The Heckler & Koch PSG-1 is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the PSG-1 was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the Heckler & Koch SR9 rifle, which is the civilian version of the PSG-1, though the SR-9 was not made until 1990.

Heckler & Koch PSG-1 - 7.62x51mm NATO
The equip animation has the soldier disengage the safety, similar to the HK91 from Call of Duty 4.
The HK PSG-1 in idle.
Scope reticle of the PSG.
Locking the bolt back on an empty reload.
Tossing away a spent, flat magazine.
Putting in a new one.
Knocking the charging handle back.
A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.
The H&K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES Spectre M4, CZ 75 and dual OTs-02 Kiparis.

Karabiner 98k(*)

The Karabiner 98k is 200 points in the DLC Zombies maps "Nacht der Untoten," "Verrückt" and "Der Riese". It also replaces the M1903 Springfield in "Verrükt", probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.

Karabiner 98k - 7.92x57mm
A normal Kar 98k on "Verrükt".
Aiming down the sights.
Reloading with a stripper clip.
Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser
The scoped Karabiner 98 Kurz in Zombies.
View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.
Operating the Mauser's bolt handle.
Loading in some fresh 8mm Mauser ammunition.

Mosin-Nagant M38 Carbine(*)

The Mosin Nagant M38 Carbine is found during the World War II Flashback mission "Project Nova", available either with a PU scope or iron sights. As its model is recycled from Call of Duty: World at War, all the rifles are fitted with a downturned bolt handle, regardless if they have a scope or not, and the 3rd-person model always has a straight bolt handle, even on the scoped rifles. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).

Mosin-Nagant M38 Carbine - 7.62x54mmR
Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R
The regular M38 Carbine (with downturned bolt handle) in idle.
Iron sights of the Mosin.
Working the bolt.
The M38 sniper carbine in first person view. Not seen here is that the M38 carbine uses the "scope_overlay_m40a3" reticle when zoomed in, which it didn't in World at War.
Cycling the Mosin's bolt, with an ejected cartridge visible.
Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.
The middle soldier is holding a scoped Mosin Nagant M38 carbine while the other two are holding PPSh-41s.


A bolt-action sniper rifle called the "Scavenger" is one of the Wonder Weapons in Zombies mode, exclusive to the DLC map "Call of the Dead"; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an FN F2000 (the latter of which is merged into an upside-down and backwards M16 carrying handle), along with what appears to be a Barrett M82A1's magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from Modern Warfare 2's Cheyenne Tactical M200 Intervention).

Its Pack-A-Punched variant, the "Hyena Infra-Dead", increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and (as the name implies) converts the existing scope into an infrared one.

FN F2000 - 5.56x45mm NATO
Barrett M82A1 - .50 BMG

SVD Dragunov Hybrid

The Soviet SVD Dragunov (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in "Crash Site", "Executive Order", and "Numbers". By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.

SVD Dragunov - 7.62x54mmR
AKS-74 - 5.45x39mm. Image used to show the receiver.
Drawing the weapon with a dramatic rack of the charging handle.
Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).
The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.
Reloading, the bolt still isn't locked back as with previous games. Note the AK-style safety lever.
An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.

Type 99 Arisaka(*)

The Arisaka Type 99 is able to be purchased in the DLC Zombies map "Shi No Numa" for 200 points.

Arisaka Type 99 Rifle - 7.7mm Arisaka
Holding the Type 99.
Aiming down the iron sights of the rifle.
Inserting a stripper clip.
Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.

Walther WA 2000

The Walther WA 2000 appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission "Victor Charlie", which makes it anachronistic, because "Victor Charlie" takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.

Walther WA 2000 - .300 Win Mag
Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord. Bringing up the rifle with any other sight equipped appropriately uses its non initial draw animation.
The normal WA 2000 transition, which shows off some of the top of the rifle.
The sniper rifle in idle.
The Walther's scope reticle, which sees the return of an old friend, scope_overlay_m40a3.
Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).
Rechambering the Walther.


China Lake Launcher

The China Lake Launcher is available in Black Ops. In singleplayer, it is found in "S.O.G.", "Numbers", and "Crash Site", while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon. Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.

The pumping animation has been deliberately made extremely slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a "no-scope" shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.

The China Lake is also used as the basis of the rather non-descriptively-named "31-79 JGb215" (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.

China Lake Launcher - 40x46mm
Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.
Holding the China Lake.
The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.
Pumping the China Lake.
Loading new grenades into the weapon.
The player character flips down the leaf sight before putting away the China Lake.


The M72 LAW appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.

M72 LAW with rocket - 66mm
Drawing the LAW.
Holding the launcher.
Putting away the LAW.


The M202A1 FLASH is referred to as the "Grim Reaper" in the game. In singleplayer, it can be used by Mason in the missions "Victor Charlie" and "Numbers". In the level "Crash Site", a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the "Death Machine". It also appears as the sixteenth weapon tier in Gun Game.

It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes; additionally, Black Ops commits the common video game error of depicting its rockets as explosive - the M202 was only ever issued with incendiary rockets. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward.

M202A2 FLASH - 66mm
The sight is unfolded when equipped. It is folded again when reloading or when put away.
Holding the "Grim Reaper".
The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the "hold breath" control. In real life, the M202 can only fire rocket one at a time.
Reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.
In with a new set.


The RPG-7 is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.

RPG-7 - 40mm
Holding the RPG-7.
Aiming down the iron sights.
Loading a new rocket, it still lacks the propellant charge.

RPzB 54 Panzerschreck(*)

The RPzB 54 Panzerschreck is used by the German soldiers in the World War II flashback mission "Project Nova" and usable by Viktor Reznov.

RPzB 54 "Panzerschreck" rocket launcher - 88mm
The Panzerschreck in first-person.
Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.
Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.
A Panzerschreck leaning on a low wooden wall, next to an StG-44.

SA-14 Gremlin

The SA-14 Gremlin, an updated version of the SA-7 Grail, is referred to in-game by its Russian designation of "Strela-3"; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 "Hip" gunships during the attack on Rebirth Island. The Gremlin is, like most weapons in the game, anachronistic, as Black Ops takes place in 1968, 6 years before its introduction in 1974.

SA-14 Gremlin (9K34 Strela-3) - 72mm
The SA-14 Gremlin in the Create-A-Class menu.
The SA-14 Gremlin in idle.


A unique fictional version of the SA-14 Gremlin, the "Valkyrie" has a MCLOS (Manual Command to Line of Sight) system, same as the in-game BGM-71 TOW. It is usable in the single-player missions "Executive Order", wherein Alex Mason uses it to destroy the Soyuz II rocket in flight, and "Redemption", where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multiplayer, awarded after seven kills and costing 4,000 CODPoints.

The "Valkyrie" in idle.
Aiming at a Mi-8 "Hip".
A "Valkyrie" rocket about to impact the engine area of the Mi-8.

Mounted Weapons

Afanasev A-12.7

The Afanasev A-12.7 is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a "12mm nose cannon".

Afanasev A-12.7 - 12.7x108mm


The 82-PM-37 mortar is used by the Russian soldiers in the World War II mission "Project Nova". The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target.

82-PM-37 mortar - 82mm
Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an M1 Mortar.


The BGM-71 TOW is seen mounted on a jeep only in the mission "S.O.G." where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in "S.O.G." (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972.

BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.
A BGM-71 mounted on a Jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic; during the 60's the US army used the M151 MUTT. The reason for this is because Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a "Black Ops" edition of it.
The BGM-71. Notice the "TOW 2B" stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the "nose end" marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.
About to look into the sighting unit.

Browning M2HB

A Browning M2HB can be seen mounted on every M113 APC in singleplayer and also on the PBRs in "Crash Site".

Browning M2HB on vehicle mount - .50 BMG
A M2HB is mounted on the APC.
An M113 with M2HB in Khe Sanh.
Dual Browning M2HB in PBR - .50 BMG
The dual M2HBs on the PBR used in the level "Crash Site."
Another view.


The DShK is mostly seen mounted on trucks. The player uses one in "Vorkuta" and "WMD", and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.

DShKM on tripod - 12.7x108mm
The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.
Manning the MG.
Zooming in ADS view.

General Dynamics M197 Vulcan

The M197 Vulcan is mounted on AH-1 Cobras during the mission "S.O.G." and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.

General Dynamics M197 Vulcan - 20x102mm


KPV heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in "Victor Charlie" and the Rusalka is covered in them in the final mission "Redemption." Like Modern Warfare 2, it reuses the same model from Call of Duty 4.

KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm
Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.


The M60E3 from Call of Duty 4: Modern Warfare is reused on the PBR in "Crash Site" and is used by Mason.

M60E3 machine gun with the full length barrel - 7.62x51mm NATO
A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.
The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.

M134 Minigun

Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin M134 Miniguns.

M134 Minigun mounted on M21 Armament Subsystem - 7.62x51mm NATO
"RT Texas" lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.


The MG42 appears only as an emplaced weapon throughout the World War II flashback mission "Project Nova". The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.

MG42 with bipod extended - 7.92mm Mauser
Reznov manning an MG42.
An MG42 in a ground emplacement.

Mk 19 Grenade Launcher

Twin Mk 19 Grenade Launchers with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission "Rebirth", and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from Call of Duty 4: Modern Warfare, which is anachronistic, and a more appropriate choice would've been the Soviet KPV heavy machine gun or AGS-17 automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.

Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm
The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.
Zooming in with the turret machination.
The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.

Type 92 Heavy Machine Gun

The sentry guns in the zombie map "Kino der Toten" are built around Type 92 heavy machine guns. A double machine gun mount in the level "Victor Charlie" also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from Call of Duty: World at War.

Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka
The twin Type 92 emplacement in "Victor Charlie". It appears to feed from AGS-17-like drums.
Manning the turret.
Aiming with the odd improvised sights.
A single Type 92 in "Kino Der Toten."

FIM-92 Stinger Dual Mount System (mockup)

A mockup of the FIM-92 Stinger Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s.

FIM-92 Stinger DMS (dual mount system) - 70mm. This system provides a power and coolant supply for two LTAs, and includes a radio set and datalink to provide the gunner with information from external early warning systems such as portable radars.
The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.


The FN M249 SAW model from Call of Duty 4: Modern Warfare is seen in the level "Vorkuta", where it is used by a Soviet prison guard as an emplaced heavy machine gun. The out-of-place nature of the weapon (the Minimi was not developed until 1975, and the model in-game is post-Product Improvement Program, which dates from the 1980s), together with it being directly recycled from a previous entry in the series, suggests that it is a development placeholder that was never changed.

FN M249 SAW with 200-round belt box - 5.56x45mm NATO

UB-32 Rocket Pod

Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods "UV-32 rockets", apparently thinking that the "UB-32" in the English transliteration of the Russian "УБ-32" stands for "V". This error might be caused by the fact that the Russian letter "В" is actually transliterated to "V" in English. When Mason commandeers a Mi-24A in "Payback" he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.

B-8M Rocket Pod

Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.

M-21 Field Rocket System

BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are seen rather inappropriately being parked in the US Beale Air Force Base in "WMD". Standalone M-21 systems are also mounted throughout the Rusalka in "Redemption".


F1 Hand Grenade

The French F1 hand grenade is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet F-1, which was directly based on the French grenade, even keeping its original name which caused a certain confusion.

F1 hand grenade with Mle 1935 fuse.
The grenades under the right shoulder are the F1s.
F1 hand grenade on dead Russian soldier. An RGD-5 hand grenade is also visible.

M7 Gas Grenade

M7 CS gas grenades are available in the game's multiplayer, dispersing a lethal load of the game's "Nova Gas". They are also present on some character models.

M7A3 CS gas grenade
Preparing to throw a "Nova Gas" grenade.
The black grenades on the waist are the M7.

M18A1 Claymore

The M18A1 Claymore anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the "Spikemore", which (as its name indicates) launches spikes along with its usual shrapnel.

As with other Call of Duty games, the mine is based on the depiction of the Claymore in Metal Gear Solid, emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.

The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966.

M18A1 Claymore anti-personnel mine
The M18A1 Claymore mine in first person.
The Claymore mine as seen when deployed.

M34 White Phosphorous grenade

The M34 White Phosphorous grenade, referred to as the "Willy Pete," is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.

M34 White Phosphorous grenade
About to throw the "Willy Pete" grenade.
The green grenade on the belt is the M34.

M67 Hand Grenade

The M67 hand grenade once again returns as the primary grenade of every faction in-game (not including the World War II mission "Project Nova"). Because Black Ops takes place from 1961 to 1968, it would be slightly more accurate to see the M26 hand grenade instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not exactly anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.

M67 fragmentation grenade
Pulling the pin on a M67 Frag.

M84 Stun Grenade

M84 stun grenades appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a MK3 offensive hand grenade. Its appearance in the 60s is highly anachronistic as it was used from 1995 in reality.

M84 grenades also appear (somehow) in the World War II mission "Project Nova", as pickups for signal smoke grenades to mark targets for the 82-PM-37 mortar. But when used, they somehow turn into the M34 WP grenade. Obviously, both of these are anachronistic and inappropriate (the RDG-1 smoke grenade would be a better choice), though it could be the result of asset reuse.

M84 stun grenade
Pulling the pin on a M84 Flashbang.

Mk 2 Hand Grenade

The Mk 2 hand grenade can be seen on Tank Dempsey in the Zombies map "Kino Der Toten". They are not usable.

Mk 2 hand grenade
A Mk 2 hand grenade on Tank Dempsey's coat.

MK3 Offensive Hand Grenade

MK3 offensive hand grenades are appropriately used as the "Concussion Grenade" in multiplayer gameplay.

MK3A2 offensive hand grenade
About to toss a Mk3 grenade.

Model 24 Stielhandgranate(*)

The Model 24 Stielhandgranate is used by the German soldiers in the World War II mission "Project Nova" and usable by the player. They are also available in the DLC Zombies maps Nacht der Untoten, Verrückt, Shi No Numa, and Der Riese for 250 points.

Model 24 Stielhandgranate
Prepping a Model 24 Stielhandgranate.
A Stielhandgranate on the ground.

RGD-5 hand grenade

The RGD-5 hand grenade is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.

RGD-5 hand grenade
RGD-5 hand grenade on a dead Russian soldier. An F1 hand grenade is also visible.

RGD-33 stick grenade(*)

The RGD-33 stick grenade is used by the Russian soldiers in the World War II mission "Project Nova" and usable by the player. As in every Call of Duty game since Call of Duty 2, they are incorrectly operated by twisting the bottom of the handle.

RGD-33 stick grenade.
RGD-33 about to be thrown.


In the classic Nazi Zombies maps, S-Mines are available instead of Claymore mines. They are still referred to as "Bouncing Betty" mines.

S-Mine 35.
Nikolai Belinksi holds a Schrapnellmine.
Pulling the pin and deploying a mine.



The GP-30 can be mounted on the "AK47" and the Galil; as ever for the series, it is incorrectly called a "GP-25". This time, there is no quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the earlier GP-25 in 1978.

Unlike Call of Duty 4: Modern Warfare and Modern Warfare 2, which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, Black Ops is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.

GP-30 grenade launcher - 40mm
The launcher about to be fired.
Loading a new grenade.
Third-person view of the "AK47" equipped with a GP-30.

BS-1 grenade launcher

The BS-1 grenade launcher is a unique attachment for the AKS-74U, referred to by its alternate name "Tishina" in-game. First encountered in the singleplayer mission "Rebirth". Anachronistic, as like the gun in question, the launcher was not developed until the 1970s.

BS-1 grenade launcher - 30mm
BS-1 in idle. Note that it is mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.
The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.
Reloading the BS-1 with a 30mm VOG-T grenade.
AKS-74U with a BS-1 on a table.

Knight's Armament Masterkey

The Knight's Armament Masterkey is a purchasable attachment for some assault rifles in multiplayer, and is seen in singleplayer mounted on the M14 and M16 in "SOG", the "AK47" in "Victor Charlie", the Enfield in "Rebirth", and the Galil in "Redemption". Rather appropriately, readying the underbarrel shotgun does not make the user work the pump handle of the weapon, saving a good technically achievable shotgun shell (unlike the later Modern Warfare 3 or Modern Warfare 2). The Masterkey's capacity is inconsistent throughout the game; while it technically holds four in both normal singleplayer and multiplayer, it incorrectly holds six in Zombies. The Masterkey shotguns in "Victor Charlie" on the other hand uniquely holds eight shells instead.

It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom Mossberg 500 mounting seen in Predator), using something like an XM148 mount or a custom M203-like handguard as a base.

Knight's Armament Masterkey - 12 gauge
The Masterkey mounted on a Commando.
Pumping the Masterkey.

M203 Grenade Launcher

The M203 Grenade Launcher returns once again, but this time, it actually has the trigger guard, unlike in Call of Duty 4: Modern Warfare and Modern Warfare 2. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since Black Ops takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service in late 1968, shortly after the events of the game. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.

M203 grenade launcher - 40x46mm grenade
M203A1 mounted on an M16.
Reloading an M203A1 mounted on an M14.
Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.
Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.

Underbarrel Flamethrower

A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a small fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the "Commando" gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.

Flamethrower mounted on an IMI Galil.
Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.



The Crossbow is a new weapon that featured in Call of Duty: Black Ops. The crossbow appears in the campaign missions "Executive Order" and "WMD", which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in "Executive Order", a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.

Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an ArmaLite AR-18 rifle. In an apparent reference to Rambo: First Blood Part II, the appearance of the explosive tips is modeled after the explosive tips in the cult action film.

Armalite AR-18 - 5.56x45mm
Rambo's explosive arrow tips as seen in Rambo: First Blood Part II.
The vanilla crossbow in multiplayer.
Aiming down the sights.
Resetting the drawstring.
Hudson's crossbow in "WMD"; note the scope and "Siberia" camouflage.
Loading an explosive arrow.

M2 Flamethrower

The M2 Flamethrower appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.

M2A1-2 Flamethrower

Flintlock Pistol

Generic Flintlock Pistols are seen in the prestige 2 badge.

Prop replica of Jack Sparrow's 'Pirates' flintlock.

Stock Footage

Armalite AR-18

An Armalite AR-18 is briefly shown in a stock photo used in the introduction to the first mission, "Operation 40", to illustrate Cuban exiles training for the Bay of Pigs invasion.

Armalite AR-18 - 5.56x45mm
A still from the intro showing a soldier training with the AR-18. Also note the M1 Carbine with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs; however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 photo of the Cuban exiled community rehearsing a mock invasion of Cuba.

Carcano M91/38

The actual Carcano M91/38 carbine used by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.

The actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm
The rifle seen in the trailer.

M1 Carbine

An M1 Carbine briefly appears in the introduction to the "Operation 40" level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.

Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine
The anachronistic still image from the "Operation 40" intro. The man to the right of the closest one is holding an M1 Carbine, with the bayonet lug and adjustable rear sight clearly visible. Two more M1 Carbines can also be more clearly seen in the original image.


Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an M79 grenade launcher.

M79 grenade launcher - 40x46mm
The M79 is visible in the far leftmost screen.


A Viet Cong fighter carrying an RPD light machine gun runs across the TV screens in the same setting.

RPD - 7.62x39mm
The RPD as seen on the four screens on the right side.

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