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Call of Duty: Black Ops II

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Work In Progress

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


Call of Duty: Black Ops II
Black-ops2 Logo.jpg
Official Box Art
Release Date: 2012
Developer: Treyarch
Publisher: Activision
Series: Call of Duty
Platforms: Windows
PlayStation 3
Xbox 360
Wii U
Genre: First-Person Shooter


Call of Duty: Black Ops II (also known as CoD: Blops 2) is the ninth installment in the Call of Duty series, and the third main entry in the Black Ops sub-franchise (the first being World at War). Developed by Treyarch, with assistance from Sledgehammer Games and Raven Software, it was published by Activision in 2012 for the PC, PS3, Wii U and Xbox 360.

The game features a singleplayer campaign, a multiplayer mode, and a co-op zombie mode. The singleplayer story continues from Call of Duty: Black Ops and is set over two time periods, the final years of the Cold War from 1986 to 1989, and the technologically advanced future of 2025, during a Second Cold War between the United States and China. The past era has CIA operative Alex Mason continue his top-secret work for the United States, and in doing so inadvertently, create the powerful terrorist leader Raul Menendez. In the future era, Alex's son and Navy SEAL operative David "Section" Mason has to face Menendez and his global populist movement Cordis Die, which seeks to topple the world order so Menendez can extract his revenge on the United States. The multiplayer is entirely set in the future era, while Zombies is set in its own continuity that continues the storyline started in World at War and continued in Black Ops.

The first DLC pack, "Revolution", was released on January 29th, 2013 for Xbox 360 and on February 28th for other platforms, and included new maps and the "Peacekeeper" exclusive weapon. A second DLC, "Uprising", was released on Xbox 360 on April 16th, 2013, with other platforms a month later. This release includes several new multiplayer maps and a new mobster-themed Zombies map "Mob of the Dead," with player characters voiced by Ray Liotta, Michael Madsen, Chazz Palminteri, and Joe Pantoliano. The third DLC, "Vengeance", featuring more multiplayer maps and an additional Zombies level, was released on Xbox on July 2nd, 2013, with other platforms following on August 1st. The final DLC pack, "Apocalypse", was released on Xbox Live on August 27th, 2013, featuring a final set of multiplayer maps and the Zombies map "Origins", that details the first ever zombie outbreak of 1918 Northern France.

A number of additional minor content packs were also released, consisting of new multiplayer weapon skins, reticle models, and "Calling Card" icons.

For the purposes of this article, Alex Mason is referred to as "Mason" and David Mason as "Section".


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

Note: spoilers are present in some descriptions.


Overview

Black Ops II, like previous CoD games, allows the player to carry two weapons at a time; what weapons can be started with depends on the game mode.

In singleplayer, unlike previous games, the player can choose the specific weapons they will start a mission with in a multiplayer-like loadout screen, which also allows them to customize the weapons. New weapons and attachments are unlocked as the story progresses. Weapons are divided into "past" weapons for the Cold War setting, and "future" weapons for the 2025 setting; on the first run through the game, the past weapons can be used in the future levels, but the future weapons cannot be used in the past - beating the game unlocks the ability to use the future weapons in the past, and there is an achievement for doing so. Special weapon crates are placed through the maps which contain copies of the player's initial weapons, to ensure they do not run out of ammunition using a weapon that would not normally spawn in that mission.

In multiplayer, players by default can choose a primary and a secondary weapon to spawn with; using the same system as Black Ops. The "Overkill" perk (now relegated as a "Wildcard" perk) allows the player to replace the secondary with a second primary weapon. The multiplayer portion of the game is set entirely in 2025, and so the "past" weapons that appear in the campaign are not available.

In Zombies mode, like previous games, players start with an M1911 (or an M712 Schnellfeuer on the Origins DLC map) as their only weapon, and can purchase additional weapons using points gained by defeating enemies and repairing barricades. Zombies freely uses both "past" and "future" weapons (regardless of setting, so the player can use a SCAR-H on the battlefields of 1918 France), and even has several unique weapons (both real and fictional) of its own.

Weapons can be customized with various attachments. In singleplayer, weapons can have up to three attachments. In Multiplayer, by default a primary weapon can have two attachments and a secondary weapon one, however the "Primary Gunfighter" and "Secondary Gunfighter" wildcards allow this to be upped to three and two, respectively. In Zombies, weapons cannot be customized beyond upgrading them with the "Pack-A-Punch" machine, which in addition to granting heavy stat buffs and giving the weapon unique camouflage, may also grant the weapon specific attachments (usually sights) - some weapons allow the player to Pack-A-Punch the same weapon multiple times to cycle through attachments. Some weapons found in the Mystery Box also feature attachments; these are built-in and cannot be changed or removed.

There are a couple of particularly notable attachments; the first is select-fire, allowing a weapon to toggle between automatic and either burst or semi-auto mode (but never both). Using the alternate fire mode generally changes the weapon's cyclic rate of fire. Erroneously, the actual selector on the model of all firearms doesn't move when changing fire modes. The second is "Fast Mags", a combination of the "Sleight of Hand" perk from previous CoD games and the "Dual Mags" attachment from BO1. For most weapons, using Fast Mags grants double side-by-side magazines like the dual mags from BO1; unlike that game, however, reloads where the magazines are replaced entirely are also sped up, as they now use modified high-speed reload animations. Some weapons don't, and just feature the modified reload animations. The MP7, for example, has its charging handle racked during a normal empty reload, but reloading from empty while using Fast Mags will instead involve a tap of the bolt release.

Weapons in singleplayer and multiplayer can also be customized with camouflage patterns; as well as the usual selection of patterns, these include licensed digital camo patterns from groups such as Kryptek.

Pistols

Browning Hi-Power

The Browning Hi-Power is first available in the first mission of the game, "Pyrrhic Victory", where it is used by the MPLA. Mason uses one in the same mission to threaten Menendez, and later Woods uses one to shoot a Cuban soldier who ambushes Mason and Hudson. It appears to have the same stats as the FNP-45, which includes an incorrect 10-round magazine that increases to the correct 13 with the "Extended Clip". There is a real Hi-Power variant with a 10-round magazine, that being the .40 S&W variant, but that variant would be anachronistic for the time period; .40 S&W was not designed until 1990, and Hi-Powers chambered for it were first marketed in 1994.

Classic Browning Hi-Power (Belgian Manufacture) - 9x19mm
Browning Hi-Power on the singleplayer weapon select menu; note the thicker and widely spaced slide serrations.
Towards the end of "Pyrrhic Victory," Mason, his radio-using plan having gone awry, takes a young Raul Menendez hostage with his Browning Hi-Power, the weapon is not available from the loadout menu yet on a first playthrough meaning this scene only makes sense if the player grabbed one from an enemy earlier.
"You can't kill me." At the end of the same mission, a worse-for-wear Woods takes out a soldier with a Hi-Power.
Mason holds his suppressed Browning Hi-Power, wondering why Treyarch bothered letting the player attach a suppressor in a campaign that lacks any non-scripted stealth sections.
Aiming with the Hi-Power.
Reloading the Hi-Power.

Colt M1911 Variant

Just like in the previous game, the M1911 has a WW2 A1 slide and trigger and Colt Series 80 frame and hammer. It is available from the start of the game for campaign missions and is once again the starting weapon for all Zombies maps except "Origins". Nickel plated pistols are one of the common low-detail "holstered" pistols seen on NPC character models - unlike Black Ops, the M1911 used in Zombies is parkerized.

Standard Colt M1911A1 - .45 ACP
Colt MK IV Series 80 - .45 ACP
Nickel plated M1911A1 pistol with brown grips - .45 ACP
M1911A1 on the singleplayer weapon select menu.
At the end of "Old Wounds," THE NUMBERS return to haunt Mason as he fights his urge to execute the captive Kravchenko with his uncocked M1911A1 (despite Mason having previously pulled the slide) during an interrogation.
What appears to be a 1911 with white grips appears in the holsters of the security of the Colossus island.
Oddly in the optional Strike Force mission Second Chance (unlocked if the player fails to rescue Chloe in an earlier mission) the Navy Seal that rescues Chloe will hand her an M1911 (despite carrying a KAP-40 as his sidearm in gameplay) which is also usable if the player controls her as the only appearance of an 80's weapon in the 2025 section "naturally" (without the player selecting it in their loadout).
On the Zombies map TranZit, player character Russman holds an M1911 as he looks over the bus which will be conveying him from one place full of zombies to another, pondering precisely how this activity improves his current situation.

FN Five-seveN

The fixed sights USG FN Five-seveN is available in the future levels. While it is still held with one hand as in Modern Warfare 3, it has its correct 20-round capacity for the most part. The model in game has green tritium-illuminated iron sights. In multiplayer it is able to kill an enemy with two hits, but only at point-blank to very close range. Oddly, though the Five-seveN has a capacity of 20 rounds in all modes, if dual Five-seveNs are picked up from the Mystery Box in Zombies mode they will have Modern Warfare 3's incorrect 15-round capacity.

FN Five-seveN USG FDE (Flat Dark Earth) & fixed sights - 5.7x28mm FN
The FN Five-seveN in the singleplayer weapon select menu.
In Zombies mode, Misty uses a pair of Five-seveNs to see off the marauding undead. Despite the bottlenecked shape of the 5.7x28mm cartridges, the gun will eject straight-walled cases when fired. Also note that the chamber (visible on the left gun) is incorrectly modeled as part of the slide, causing it to stay closed when the gun fires.
Section reloads his Five-seveN. While the modeled rounds in the magazine are a plus, the topmost one seems held in place more by faith than any aspect of the magazine's design.

FN FNP-45 Tactical

Called the "Tac-45," the FN FNP-45 Tactical has a black slide and flat dark earth frame when no camo is applied, and is available in the future levels and in multiplayer from the beginning. It has an erroneous 10-round capacity by default, which becomes a still-too-low 13 rounds when the incorrectly-named "Extended Clip" is chosen; the real weapon's magazines hold 15 rounds. In multiplayer it features a longer two-hit kill range than the Five-SeveN, but much faster damage falloff after that range. In the game files, it is called the "FNP-45".

FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP
FNP-45 Tactical on the singleplayer weapon select menu.
Aided and abetted by his robotic pygmy elephant, Section advances down a flooded street in Pakistan, armed with an FNP-45 Tactical.
Much wading later he finds himself near the end of his journey, and celebrates by reloading. This FNP-45 Tactical has a laser pointer, reflex sight (which seems to be based on a Docter red dot) and a "long barrel," which uses futuristic technology to be completely invisible on all but two of the guns it is available on.

Makarov PM

The Makarov PM returns from Black Ops and is available starting with the mission "Old Wounds." The weapon has a new reload animation, where the user grabs a new magazine and apparently slaps the heel-mounted magazine release to drop out the old magazine. As it is the same model from Black Ops, it is still modeled with an incorrect adjustable rear sight which is only available on the civilian version.

Makarov PM - 9x18mm Makarov
Baikal IJ-70 - 9x18mm Makarov. It is a US market import model of the Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.
Makarov PM on the singleplayer weapon select menu; note the adjustable rear sight.
Mason holds a suppressed Makarov PM in "Pyrrhic Victory" as he admires one of Savimbi's Eland armoured cars.
Empty-reloading his Makarov, he discovers that wartime shortages have forced the use of low-resolution ammunition.

Mauser M712 Schnellfeuer

A Mauser M712 Schnellfeuer with various retro-futuristic embellishments appears as the starting pistol in the Zombies map "Origins" from the "Apocalypse" DLC. It is incorrectly called "Mauser C96" in-game, which is the variant that uses stripper clips, unlike the M712, which uses box magazines. While it does not have a standard M712 fire selector, it does have a switch at the same location which presumably has the same function - there is no way to confirm it, as the in-game weapon is semi-auto only. It has an incorrect magazine capacity of 8 rounds instead of 10 or 20 (the weapon model shows a 20-round magazine), as it is statistically identical to the M1911 used in the other Zombies maps.

Its upgraded form is called the "Boomhilda" and sports a suppressor and scope and fires lasers, likely a reference to Han Solo's C96-based gun from Star Wars. A piece of official artwork suggests one of the in-game characters developed this variant of the Mauser and called it the "CXS".

Mauser M712 Schnellfeuer - 7.63x25mm Mauser
Takeo aiming his M712 in the map's intro.
Dempsey holds his M712 in the starting bunker.
Aiming at the oncoming horde.
Reloading. Dropping out the old mag.
Inserting a new one.
Chambering a round.

TDI Kard

The TDI Kard appears as the "KAP-40" (a name presumably standing either for "Kriss Automatic Pistol" or "Kard Automatic Pistol"); it incorrectly fires fully-automatic, despite the real weapon being semi-automatic. It is very common and appears to be a standard handgun for the United States military in 2025, and is also used by LAPD officers; their models are semi-auto and can be picked up and used by the player, and their reloading animation shows them pulling on a slide the weapon does not actually have. Despite the weapon's name implying it being chambered for .40 S&W, the weapon's markings display its chambering as .45 ACP. A dual wielded pair of "KAP-40"s make up the second weapon tier in Gun Game. The gun appears to be using Glock magazines, which would make the 10 round capacity incorrect, but the extended magazine would bring it to a realistic 15.

An odd glitch in the Strike Force missions (pseudo-RTS missions where the player can switch between ordering squads from an RTS view then going back into first person to directly control any soldier) means that if the player swaps out the KAP-40 of a soldier they were controlling then leaves and takes control of him later, they will gain a second KAP-40 in a third slot.

TDI Kard Prototype - .45 ACP
TDI Kard on the singleplayer weapon select menu.
Section reloads a suppressed TDI Kard with a laser pointer and reflex sight. Note that a fire selector and, bizarrely, a bolt release from a TDI Vector have been added.
Aiming the TDI Kard.
Section checks his TDI Kard at the start of "Cordis Die" in the opening cutscene regardless of if the player actually has one or not.

WE Hi-Capa 5.1 Dragon B

A "futurized" version of the WE Hi-Capa 5.1 Dragon B appears as a three-round burst-firing handgun called the "B23R", and is available in the future levels. It appears to be intended as a "futurized" version of the Beretta 93R seen in previous Call of Duty games (and is referred to as such in the game files), but the WE airsoft gun's influences remain visible throughout the gun, most notably its "dragon"-styled half-exposed barrel configuration.

Strangely, though it has a modeled folding front grip, it cannot use a grip accessory and is never shown with the grip unfolded. A B23R with a tactical knife "attachment" (technically a misnomer, as the knife isn't actually attached to the pistol in any way) is the starting weapon in Gun Game.

Under rare circumstances, a specific unique B23R can obtained randomly if a certain unique Colossus security guard who opens an armory dies, this version is single-shot only and has a different firing sound and presumably was intended to be like the LAPD version of the KAP-40 for Colossus security.

In the Strike Team IOS spin-off, it is revealed that the B stands for "Beretta", cementing its status as a successor to the 93R.

WE Hi-Capa 5.1 Dragon B - 6mm BB
The in-game B23R model.
The "B23R" in the singleplayer weapon select menu.
Section reloads his B23R as he commences his assault on a disused set from Crysis.

Revolvers

Colt Python

The Colt Python returns from Black Ops in Zombies mode, and is seen in Jonas Savimbi's holster in "Pyrrhic Victory," though it is never available either in the singleplayer campaign or from the loadout screen. Like in the first Black Ops, when reloading, the player character holds it muzzle up and dumps rounds instead of using the ejector rod, and ejects the entire contents of the cylinder, but only inserts as many rounds (one-at-a-time) as would be needed to replace those actually fired. The snub-nose Python model from Black Ops is used in the introduction for the "Mob of the Dead" DLC Zombies map, but does not actually appear in the map itself.

Colt Python - .357 Magnum
Colt Python Snub Nose with 2.5" barrel - .357 Magnum
A Colt Python is visible in Jonas Savimbi's holster as he commands his UNITA troops forward.
Russman holds a Colt Python in Zombies mode as the survivors turn the power back on.
The survivors in the introduction to "Mob of the Dead" open fire with their snub-nose Colt Pythons, apparently from the warden's private collection. Given this collection was of four identical guns, it can be surmised that the warden was not very good at collecting things.

Remington 1858 New Army

The Remington 1858 New Army appears in the Zombies map "Buried" from the "Vengeance" DLC as the "Remington New Model Army". It incorrectly operates in double-action mode instead of single-action. It is statically identical to the Colt Python from previous maps, but with the ability to reload all its rounds at once (by swapping out cylinders). It also appears in the intro video of "Origins", but is not in the map itself.

Remington 1858 New Army - .44 caliber.
Russman about to fire the Remington.

Taurus Raging Judge

A Taurus Raging Judge is Menendez's signature weapon during the game's campaign, and is called the "Executioner," though the game files use the weapon's real name. Judging by the cylinder it appears to be the cancelled 28-gauge XXVIII model. It exclusively fires shotgun shells, and can be unlocked for the campaign by completing 5 challenges in "Celerium."

Like the Python, the default reload animation is extremely bizarre; the player character ejects the entire contents of the cylinder, but only inserts as many rounds as would be needed to replace those actually fired. The reloading animation is a loop showing the cartridges being placed into the same chamber of an empty cylinder, which magically becomes completely full when it is snapped closed, though this can only be seen by changing the FOV on PC. Using the Fast Mags attachment uses a speedloader instead (the model being based on a 5 Star .410 bore Taurus Judge speedloader upscaled to 28 gauge), reloading the entire cylinder at once. A Raging Judge with a laser pointer serves as the 3rd weapon tier in Gun Game.

The Raging Judge is one of only two weapons to change visually when the "long barrel" attachment is used (the other being the Beretta Model 682), and the first revolver in any Call of Duty game able to accept a suppressor. The latter would be pointless in practice, since the Judge, like most revolvers, does not have a gas-tight seal between the chamber and the barrel.

Taurus Raging Judge XXVIII - 28 gauge
Taurus Raging Judge on the singleplayer weapon select menu.
During a brief sequence from Menendez's perspective, the villain holds his Raging Judge on a hostage.
After the campaign has been completed once, the loadout screen unlocks completely, allowing future weapons to be used in the past. Here Mason holds a Taurus Judge equipped with a reflex optic and laser sight as the Soviet army decides there are not enough explosions in his immediate vicinity.
Reloading the Judge shows the words "ANGER MANAGEMENT" printed backwards on the 28-gauge shotshells. Note also the "long barrel" attachment, with three vents in the rib...
...as opposed to the standard barrel, which only has two. Here Mason has decided to fit his Raging Judge with a suppressor to make it even more improbable.
The chambers remain visibly empty as Mason reloads...
...until it is time to swing the cylinder back into position, and all the shells appear from the ether.

Submachine Guns

CZ Scorpion Evo 3 A1

The CZ Scorpion Evo 3 A1 appears as the "Skorpion EVO". It is available in the 2025 missions, and is used by PMC troops, primarily in the first 2025 level "Celerium". It has the highest rate of fire of any submachine gun in the game. A Scorpion Evo 3 A1 with an attached laser pointer is the 7th weapon tier in Gun Game.

CZ Scorpion Evo 3 A1 - 9x19mm
CZ Scorpion Evo 3 A1 on the singleplayer weapon select menu. Note the handstop that is fitted to the gun by default.
Section holds a CZ Scorpion Evo 3 A1 he rescued from a horrifying attempt at applying camouflage.
A few missions further into the future, Section brandishes an unmolested Scorpion Evo. Also visible is Section's wrist-mounted grenade launcher, which he somehow got past Colossus security.
Reloading the Scorpion Evo. The magazine lacks proper feed lips and the visible bullets are just a static texture and will not deplete. Note the "CZ SCORPION EVO 3A1" marking on the upper receiver, and the fire selector correctly set to full-auto.
And a press of the bolt release to complete the reload. As was the case for most games from the same generation, the bolt release is not animated.

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 is available in the single-player campaign and in Zombies mode. It is used by PDF troops during "Time and Fate", available in the player's loadout from the beginning and is the recommended primary weapon for "Suffer With Me".

Heckler & Koch MP5A3 with "tropical" (wide) forearm and stock extended - 9x19mm
MP5A3 on the singleplayer weapon select menu.
Holding a hideous gold-plated abomination of an MP5, Mason is thankful that his allies have more taste than he has. Note the Aimpoint Electronic red dot sight returning from the first Black Ops which, considering the 1980s setting, this time is not anachronistic.
The draw animation shows the stock being extended if it has a "grip" attachment. When it doesn't, the player character performs an HK slap.
Having been justly beaten for his crimes, he holds a normal one during "Time and Fate". Note the fire selector is of the wrong type for an SEF trigger group and is pointed in completely the wrong direction; this appears to be a remodeled version of the Call of Duty 4 MP5.
Reloading the MP5A3 shows the top of the magazine to be completely solid.

Heckler & Koch MP5SD3

If fitted with a suppressor, the MP5A3, rather than mounting a standard MP5 suppressor, actually becomes an MP5SD3.

Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm
Woods guns down a PDF soldier with his MP5SD3 during the US invasion of Panama in "Suffer With Me."
Reloading the MP5SD3 shows it is basically the same model as the MP5A3, including having the fire selector pointed to "this model originally had a Navy trigger group". Note the dual magazine clamp; while the concept of MP5 magazine clamps existed back in the 80s, the depicted model appears to be of fictional design.

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 is used by soldiers in "Achilles' Veil." Unlike in Modern Warfare 3, its foregrip is folded by default; the Foregrip attachment unfolds it.

Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
MP7A1 on the singleplayer weapon select menu.
A rare sight of Section in third person partway through "Achilles' Veil" from Farid's perspective. Though he is armed with an MP7A1 here, when control passes to him he will end up with whatever Farid was carrying; the MP7 is not actually available for the player's loadout until after this mission so like with the Browning High-Power earlier, this scene only makes sense if the player had Farid grab a dropped MP7.
The player character in multiplayer holds an MP7A1 as he examines a 12-tube RBU-6000 "Smerch-2" ASW / anti-torpedo rocket launcher on a Chinese carrier, setting for the imaginatively-named map "Carrier." The actual Liaoning mounts two of a Chinese-produced copy of the RBU-6000 for torpedo defence (as opposed to the single 10-tube UDAV-1 launcher of a baseline Kuznetsov-class), though they are on the rear hull sponsons below the level of the main deck rather than up on the superstructure.
Farid reloads his own MP7A1; note that unlike Modern Warfare 3 where the top of the magazine was completely solid, a bullet is visible and the magazine has actual feed lips. However, the base of the grip still has the stop tab and base of a 20-round magazine modeled as part of it.

IMI Uzi

The Uzi is used by cartel and PDF troops in Nicaragua in "Time and Fate". If fitted with a grip attachment, the weapon will visibly gain a stock, which is unfolded during the weapon's draw animation. Without that attachment, the charging handle is pulled instead, with a right-side view of the weapon showing that it incorrectly fires from a closed bolt instead of an open one.

IMI Uzi with buttstock collapsed - 9x19mm
Uzi on the singleplayer weapon select menu. While this icon shows it with the stock, the Uzi in-game only gains one (unfolded) with the Grip attachment.
Mason uses THE NUMBERS to determine that the "grip" accessory on this Uzi is a rare shoulder-grip and unfolds it as he draws it. Note this is apparently an "IZI" SMG, and quite clearly based on a civilian non-NFA weapon since it has the words "semi auto" printed on the receiver.

Jianshe CS/LS2

A modified Jianshe CS/LS2 is called the "Chicom CQB". By default, it is equipped with a carry handle iron sight with a built-in, unusable tactical light similar to the one on the Magpul FMG-9 in Modern Warfare 3. The carrying handle is removed when alternate sights are used. It was originally named the "QCW-05" (or more accurately, the QCQ-05 as it lacks a suppressor) in the pre-alpha stages of the game, but it is modeled with the same FMG-9 carry handle iron sight.

It erroneously fires in three-round bursts by default in multiplayer and Zombies (at a very high fire rate of 1250 RPM, equal to that of the Skorpion Evo 3's full-auto rate), though the correct fully-automatic mode is selectable with the "Select Fire" attachment. A CS/LS2 with a reflex sight is the eighth weapon tier in Gun Game.

CS/LS2 - 9x19mm
Magpul FMG-9 in open form - 9x19mm. Note carry handle with tactical light.
CS/LS2 on the singleplayer weapon select menu.
Infiltrating a high-tech secret facility, Section pauses to fire his CS/LS2 at a particularly vicious looking desk.

MP40

The MP40 returns previous CoD games in the Zombies map "Origins" from the "Apocalypse" DLC with slightly more ammo and rate of fire with an inflated price of 1300, though a special version with the "Adjustable Stock" can be found in the Mystery Box. The model appears to be re-used from Call of Duty 3 over the model seen in World at War and Black Ops I.

MP40 - 9x19mm
The MP40 in first person, held by Nikolai. As in World at War and Black Ops, the character grips it by the magazine well.
Reloading the MP40 as a giant dieselpunk robot approaches. Releasing the old magazine.
Pulling the charging handle.

MSMC

The Modern Sub Machine Carbine is used by Cordis Die mercenaries, and is particularly common in the mission "Fallen Angel." In multiplayer it does the most damage at close range of any weapon in its class; it and the PDW-57 are the only SMGs capable of a 3-hit kill at close range. This power comes at the cost of a low rate of fire and small magazine. An MSMC fitted with a foregrip is used as the sixth weapon tier in Gun Game.

Modern Sub Machine Carbine - 5.56×30mm MINSAS
MSMC on the singleplayer weapon select menu.
Mason fires an MSMC with tigerstripe camo at the start of "Old Wounds."
In a more appropriate time period, Section reloads his own MSMC, fitted with the "Millimeter Scanner" ("MMS") and the Foregrip attachment, a Magpul Rail Vertical Grip. Despite the Uzi rendering the Grip attachment as unfolding its stock, the MSMC's stock remains permanently collapsed in favor of an actual grip.

"PDW-57"

This fictional submachine gun bears a strong resemblance to the FN P90 TR, and is probably intended to represent a "futurised" version of it. It uses a very similar polycarbonate box magazine, but rather than being inserted from the top of the weapon it pivots at the front and swings out the the left-hand side. It has a Spike's Tactical Barking Spider 2 muzzle brake. Unlike the P90, the PDW-57 has a rather restrained rate of fire. Like the MSMC, in multiplayer it features high power offset by a low rate of fire.

During development, the PDW-57 took the form of an AR-57.

FN P90 TR - 5.7x28mm
P90 magazine, showing the spiral feed ramp.
"PDW-57" on the singleplayer weapon select menu. Note the Spike's Tactical Barking Spider 2 muzzle brake. A collapsing stock is also visible, though like the MSMC it is never extended. The Grip attachment also does not visually modify the gun in anyway, presumably due to having a P90-style foregrip by default.
Section reloads his PDW-57. Note the bases of rounds in the polycarbonate magazine are shown on both sides, indicating some magical double-sided multi-round feed ramp is in use.

"Peacekeeper"

The "Peacekeeper" SMG is a fictional weapon exclusive to the "Revolution" DLC, and can only be used in multiplayer. It appears to take some design cues from the AAC Honey Badger, and is equipped with an angled front grip and a tiny, rather useless-looking side-folding stock. The markings on the weapon state that it fires the FN Herstal 5.7x28mm round, meaning it is either an SMG patterned after a carbine rifle, or is the SMG variant of an assault rifle like the Colt 9mm SMG; in any case, it is presented as a submachine gun with accuracy and range closer to the larger assault rifles.

AAC Honey Badger with magazine removed - 7.62x35mm
"Peacekeeper" compact carbine pre-release image. Note that bad old habits had apparently returned and the safety is on.
Final model of the "Peacekeeper".
The player character in multiplayer looks out over the dam in the Revolution DLC map Hydro, holding his Peacekeeper SMG. Note the "Sea Air Land" on the receiver; seemingly this weapon is supposed to have been adopted by the US Navy SEALs.
Reloading an EoTech-equipped Peacekeeper; note that a round is visible in the top of the new magazine and the iron sights are folded down rather than tossed off the dam with the presence of an alternate optic. Since the early image shown above, some improvements have been made; the markings on the fire selector now show the selector position is not "safe," and the previously flimsy-looking angled foregrip is now attached to the handguard properly rather than only at the front.
A foregrip attachment changes the default angled foregrip to a vertical version, showing the weapon has an underbarrel rail. Even throwing money at the player character does not stop him noticing that the "fast mag" dual magazine model is empty, however. Also note that the BAD lever would prevent the player character from disassembling the gun unless removed first.

TDI Vector

The "Vector K10" in the game is actually a standard TDI Vector; while the name implies it is a KRISS K10, it does not have the detachable magazine well or diagonal reversible charging handle of the K10 model, though it does have the correct extended barrel for that version. The 36 and 48 round capacities available for the Vector are incorrect. The correct number of rounds for the magazine depicted in game would be 30.

TDI Vector SMG - .45 ACP
KRISS K10 - .45 ACP / 9x19mm Para / .40 S&W. Note differences in the magazine well, flat-sided upper and lack of pins.
TDI Vector on the singleplayer weapon select menu.
Section holds a TDI Vector equipped with a reflex sight as he makes his way through the important Wooden Crate Storage Area of the USS Obama.
Reloading the Vector; ".45 ACP" can be seen just under the ammo counter, while at the muzzle is the trademark of totally-not-made-up gun company "Buster Arms".

Thompson M1921AC

A Thompson M1921AC is introduced in the "Mob of the Dead" Zombies map for the Uprising DLC, and can be found on the wall in the dock area of that map, later found in the Mystery Box in Origins. The game calls it the "M1927," presumably intending it to be an M1927 rebuilt with an M1921 full-auto trigger group, but since the in-game weapon's receiver markings identify it as a Colt-produced M1921 there is no visual reason to say it is not one. Being in a gangster-based level, it is unsurprisingly equipped with a 50-round drum magazine.

Colt M1921AC Thompson with 50-round drum magazine - .45 ACP
The in-game M1921AC model.
Sal holds an M1921AC in Mob of the Dead as he witnesses the birth of the dreaded overacting zombie. Note that it is incorrectly depicted as firing from a closed bolt instead of an open one.
Partway through a reload, it is possible to make out the lettering on the weapon's side; aside from the weapon having no serial number, the only change is that "COLT" is changed to "CTFA".
Realising there are plenty more zombie wise guys who need icing, Sal quickly fetches another drum for his heater. The precise method of icing someone with a heater is a closely guarded secret of gangster physics.

Shotguns

Beretta Model 682 Shotgun

The Beretta 682 returns from the first Black Ops in campaign and Zombies mode, once again named after the Rottweil Olympia Over / Under 72 shotgun. It is never found during the campaign, but can be selected from the loadout screen. It is the second weapon which changes visually when a "Long Barrel" Attachment is used; by default it has a shorter barrel than in Black Ops with only five vents in the barrel rib, while the Long Barrel has the same seven-vent rib as the Black Ops model. Strangely, all Beretta 682s in Zombies mode use the longer barrel, despite having the weapon's unmodified stats.

Beretta Model 682 Gold E - 12 gauge
An actual Rottweil Skeet Olympia 72, for comparison - 12 gauge
Beretta Model 682 on the singleplayer weapon select menu.
Mason holding his shortened Olympia in the campaign.
Aiming the shortened Olympia.
In Zombies mode, Russman holds a Beretta Model 682 as he fends of the aforementioned undead.
Quickly discovering two rounds is never enough, he breaks his shotgun open to reload, ejecting the spent shells. Note the text on the shell indicates it is using "Spicy" 3-inch shotshells.
Aiming down the front sight bead.

"Blundergat"

An extremely powerful and ridiculously baroque shotgun called the "Blundergat" is a secret weapon in the "Mob of the Dead" DLC, accessible from the Mystery Box or via a convoluted method involving a series of hidden triggers which make it appear on the Warden's desk. It appears to be based very loosely on the model for the Beretta 682, but features four barrels with double hammers on each side. It is still a break-open weapon, the normally offset barrels tilting into line and a four-round speedloader being used to reload all four barrels together. The gun can also be modified beyond the standard Pack-a-Punch by building a machine to transform it into the "Acid Gat". The Acid Gat has glowing green barrels that split near the end and fires a 3-round salvo of acidic capsules.

Beretta Model 682 Gold E - 12 gauge
The "Blundergat" in the game.
Billy holds the "Blundergat" as he wonders when he accidentally started playing Painkiller.
Weasel reloads his "Blundergat"; note the rear sections of the barrels falling away, these are actually part of the speedloader.
With the lower barrels swung into line with the upper ones, he then brings in a new speedloader. The casings for this weapon appear to be combustable, since they are not present when it is reloaded.
The rear part of the speedloader is then detached, leaving the shells and their covers in place.
As the undead continue with their usual antisocial activities, Weasel gives the incredibly pointy iron sights a try.
As the survivors duel over who can acquire the silliest weapon, Weasel shows off his Blundergat, Finn admiring the impressively ridiculous trigger guard.

Franchi SPAS-12

The SPAS-12 is used by the Panama Defense Force during the raid in "Time And Fate." Manuel Noriega and Raul Menendez both use it in the 1980s missions. The weapon's stock is unfolded in its menu image, absent in the viewmodel, and folded on the worldmodel. The weapon functions in semi-automatic mode with the forend in its proper forward position, but the player character will always incorrectly rack it at the end of a reload; this shouldn't be possible, because the forend is locked into this position when the weapon is set to semi-automatic. When used by Raul Menedez at the end of "Suffer With Me", the stock is unfolded and he uses it in pump-action with the forend in the rearward position.

Of note is that during the brief section of "Time and Fate" where Menendez is the playable character, his SPAS-12 has a double capacity of 16 shells instead of the usual 8. Furthermore, if he fires 4 or more shells, he will reload the SPAS by flipping it off-screen and back on, the entire process taking roughly one second.

Franchi SPAS-12 combat shotgun with stock removed – 12 gauge
At the end of the past mission arc, Menendez is seen with a SPAS-12 with a full, unfolded stock.
Earlier, during the first part of "Time and Fate" when Menendez is the player character, the starting weapon is a SPAS-12. Menendez largely alternates between this and hitting people with a machete while shouting "arrrrgh!", and after firing beyond 3 shells he can reload the SPAS almost instantaneously, apparently just by being really angry at it.
Woods holds a SPAS-12 with tiger-stripe camo during "Suffer With Me", as an MH-6 "Little Bird" lends him a helping hand.
Having carelessly dropped his SPAS on the ground, Woods looks down at it and wonders why he can't see the stock when he is holding it.

Kel-Tec KSG

The Kel-Tec KSG is seen in the hands of LAPD officers in "Cordis Die" and is found in the armoury of the USS Barack Obama. Like in Modern Warfare 3, the default reload animation still shows playable character loading all 14 shells into only one magazine tube, and there is still no animation for switching the tube selector.

If the "Fast Mag" attachment is used, shells are inserted into both magazine tubes simultaneously, increasing ammo count 2 shells per animation loop instead of 1. While this does address the issue of putting 14 shells in one tube, this is mechanically impossible in a different way, since only one magazine tube can be reloaded at one time; putting the tube selector in the middle position blocks both magazine tubes from loading and feeding.

The KSG fires buckshot in the campaign, and slugs in multiplayer and Zombies. Weirdly enough, green shells are inserted during a reload, but the weapon ejects red ones when firing. A KSG with the "Quickdraw" attachment appears as the 4th tier weapon in Gun Game.

Kel-Tec KSG with Magpul RVG foregrip - 12 gauge
Section holds a KSG equipped with a suppressor as he makes his way aboard a massive floating city called Colossus.
Reloading the KSG two at a time.

Remington 870

A custom tactical configuration of the Remington Model 870 is referred to as the "R870 MCS" in singleplayer and "Remington 870 MCS" in multiplayer, and is shown with a RIS mount on the receiver which includes aftermarket sights and a spare shell holder on the left and a two-round one on the right. it also sports a Surefire weaponlight forend, an M4-type stock with a Magpul-style pistol grip, and a stand-off muzzle device for breaching purposes. It is not actually an MCS model as it does not have any of features of the 870 MCS, mainly its distinctive forend.

With the "Fast Mags" attachment, the user shoves in two shells per motion when reloading, doubling the reload speed.

Remington 870 fitted with a pistol grip, Surefire weaponlight forend, and M4-type stock - 12 gauge
An actual Remington 870 MCS for comparison - 12 gauge
Section holds a custom Remington 870 as he gets ready to repel a PMC attack on the USS Barack Obama. Note that the two green shells are labelled as door-breaching rounds and are upside-down; this is sometimes done by real-life tactical shotgun users to identify special rounds.
Reloading the "Remington 870 MCS".

Saiga 12K

The Saiga 12K is available from the beginning for 2025 missions. It is modeled with a left-handed ejection port and charging handle, a Magpul MOE stock, a large stand-off muzzle device, and rails that for some reason mounts HK-style iron sights by default. When reloading from empty by default, the player character locks back the charging handle and releases it after changing the magazine; this can be done with some later-model Saigas, which feature manual bolt hold-open devices to ease reloading.

LSA Saiga 12 Signcutter CS-VLR - 12 gauge
The game's Saiga 12K worldmodel (without the magazine).
Section makes his way into the secret facility in "Celerium", armed with a Saiga 12K. Note the left-handed ejection port with extended charging handle and HK-style iron sights.
Mason once again uses the magic of New Game Plus to have a Saiga-12 in "Time and Fate," and celebrates by reloading it. Note the enormous standoff door-breaching muzzle brake and, bizarrely, a side-mounted scope bracket. Anything actually mounted on it would interfere with its left-sided action.

SRM Arms M1216

The SRM Arms Model 1216 is available in the future levels; it has apparently been adopted by the US military in Black Ops' universe, since sailors on the USS Barack Obama are seen using it to defend against the assault by Menendez's PMC troops. It is correctly shown as having a magazine with four 4-round tubes which must be manually rotated, but incorrectly fires each 4-round stack in full-auto mode. This is actually a feature of the SRM Arms MLE-12, prototypes of which were seen as early as 2012; it is not clear if the developers were aware of the MLE-12 or it is simply coincidence. In any case, the in-game model lacks the MLE-12's additional semi / auto selector switch on the side of the stock, rear of the pistol grip.

An interesting fact to note is that when the incorrectly named "Extended Clip" is used, the magazine size is increased from 16 to 20 rounds, but the player will actually be able to fire an additional 4-round stack, despite the weapon being fitted with only four tubes. It would have been more logical to add an extra shell to each of the four tubes (even though this goes beyond the real M1216's capacity). This isn't a problem for the "Mesmerizer" Pack-a-Punch variant in Zombies mode, that fires 6 shells from a single tube. An M1216 with the aforementioned "Extended Clip" attachment appears as the 5th weapon tier in Gun Game.

SRM Arms Model 1216 - 12 gauge
Section holds an M1216 as he looks over at one of the USS Barack Obama's RIM-116 Rolling Airframe Missile launchers.
Reloading the M1216.

Assault Rifles & Battle Rifles

AK Hybrid

The "AK47" from the first Black Ops is available from the start of the campaign, being the same conglomerate model that features an AKS-74's receiver and magazine, an AKM's front sight and gas block, an AK-47's smooth handguard, a Type II AK-47's wooden stock with mounting bracket, and a Type III AK-47's receiver-mounted rear sling loop. Soviet troops in Afghanistan use the "AK47" in "Old Wounds", despite the fact that the AK-47 had been phased out of frontline service by that time, being replaced by the AK-74.

AKS-74 - 5.45x39mm
AKM - 7.62x39mm
Type II AK-47 - 7.62x39mm
Hybrid AK on the singleplayer weapon select menu.
Mason holds a gold-plated hybrid AK as Jonas Savimbi and his men attempt to get as far away from him as possible.
In "Suffer With Me," Woods show less of a taste for the extravagant as he reloads his own AK, trying to figure out if it was camouflaged or just dumped in a swamp. Note that as in Black Ops there are no vent holes in the handguard and it has no flash hider.

AKS-74U

The AKS-74U can be found in the past campaign levels and appears in zombies mode. It uses the same model as in Black Ops (including the slightly elongated barrel and gas tube), and is still referred to as the "AK74u" and erroneously classified as a submachine gun. It is incorrectly shown used by frontline Soviet troops in "Old Wounds," whereas in reality it was only issued to tank crews, special forces, and support units.

AKS-74U - 5.45x39mm
AKS-74U on the singleplayer weapon select menu.
Mason holds an AKS-74U with a reflex sight as he makes his way through Menendez's villa complex. Note this is the same reflex sight model used by the AKS-74U in the original Black Ops; being a Black Ops weapon the front sight must be sacrificed to the gods of optics.

AN-94

The AN-94 assault rifle is used by PMC troops and Menendez's forces, Russia seemingly having decided to export the high-tech assault rifle by 2025; in reality, production of the AN-94 was discontinued in 2006, and it was never made available for export. It is attached with a rubber recoil buttpad on the stock, a Mission First Tactical Tekko Polymer AK-47 Integrated Rail System, and a RS Regulate AKML Gen 1 micro red dot mount, which, instead of mounting its designated Aimpoint Micro sight, mounts a rail with an aftermarket AK-style rear sight, and has a new a taller front sight to match. The weapon still retains the original, now-useless rear sight though.

The weapon features a correct recoiling barrel and a 2-round burst mode, even firing the first two rounds faster in full-auto mode. The recoiling barrel incorrectly moves back when the charging handle is pulled on an empty reload, which does not happen in reality.

AN-94 - 5.45x39mm
AN-94 on the singleplayer weapon select menu.
At the start of "Achilles' Veil," what appears to be a spawning bug causes many of Menendez's men to have AN-94s without magazines. While this in itself might indicate they are ceremonial, the AN-94 is not noted for being able to fire without a magazine inserted as one man in the background is currently doing. The militiaman with the missile launcher seemingly believes he is holding an RPG-7, given his hand positions.
Section holds a camouflaged AN-94 as he makes his way towards the enemy base in the jungle, grumbling about the weather. Due to the weapon's unique layout, the canted magazine cannot be seen in first person unless the weapon is being reloaded.
Reloading the AN-94 shows that effort has been made to model three-dimensional bullets in the magazine, though they appear to be 5.56x45 NATO rounds rather than 5.45x39 WP that the AN-94 actually uses. This might be explained by the fact that this is a fictional export variant in the Black Ops universe.

Colt USAF M16 (Colt Model 604)

The USAF M16 returns from Black Ops; though it is called the "Colt M16A1", it lacks a birdcage flash hider and a forward assist, the absence most clearly visible during the pick-up animation. It still uses 20-round straight magazines with 30 rounds in them, and incorrectly has a three-round burst mode if it has the select-fire accessory. It is first available in the final 1980s level, "Suffer With Me." The weapon is rather anachronistic since by the late 1980s the majority of the US military had switched to the M16A2 model and 30 round magazines.

Colt Model 604 (USAF M16) - 5.56x45mm
USAF M16 on the singleplayer weapon select menu.
Mason holds his M16 on Manuel Noriega, whose face has once again evaded oxycution. Note the straight 20-round magazine and lack of a foward assist.
Woods holds an M16 equipped with an M203 grenade launcher as he is buzzed by a pair of F4 Phantoms which have forgotten to turn their engines on. As ever, the M16's iron sights have abandoned it due to mounting an optic. One point of interest is that this is Rio Hato airfield, which was actually attacked not by F-4s (which do not appear to have participated in Operation Just Cause at all) but a pair of F-117s, in the aircraft's first combat deployment.
Woods reloads his M16; note both the taped magazines are empty. This weapon, the recommended one for this mission, is fitted with a 1975-vintage Aimpoint Mark II (aka Aimpoint Electronic), the world's first smallarm reflex sight, though the text on the optic actually says it is an "Armpoint" sight.
Woods draws his M16 at the start of the mission; note the lack of a forward assist, showing this is not an M16A1, and that even the flip-up sight for the M203 has abandoned him.

DSA SA58 Para Elite Compact

The DSA SA58 Para Elite Compact is available as the "FAL OSW" for the 2025 missions. In singleplayer it is fully automatic by default, whereas in multiplayer it defaults to semi-auto. It has an ACE M4 SOCOM stock.

DSA SA58 Para Elite Compact with magazine removed - 7.62x51mm NATO
SA58 Para Elite Compact on the singleplayer weapon select menu.
Section holds an SA58 Para Elite Compact equipped with a Leupold HAMR scope and a suppressor as he looks over an X95 Flattop.
The reload procedure is similar to the speed reload technique used in Modern Warfare 2, but with one key difference: the user's right index finger actuates the magazine release lever, and the magazine held in the left hand is only used to knock the old magazine away. As in MW2, the old magazine will always have visible rounds in the top even if it was empty.

FN FAL G Series

The FN FAL is the same G Series model from the original Black Ops. It is available from the first mission onwards. As with the DSA SA58, its multiplayer incarnation (used in Zombies mode) is semi-automatic by default, while the singleplayer version defaults to fully-automatic, which is incorrect since the G Series model is a civilian semi-auto only rifle.

FN FAL "G Series" - 7.62x51mm NATO
FN FAL on the singleplayer weapon select menu.
Jonas Savimbi, having discarded his Hawk MM1 due to it being insufficiently awesome, brandishes an FN FAL. Note the curious dark line on the handguard, and that the underside of the handguard is flat black as if it is always in shadow.
Assisting Savimbi's UNITA forces, Mason holds a camouflaged FAL.
Finding the camouflage less than useful, he soon ditches his old FAL for one with an M203, reloading as he attacks an enemy barge. The reload animation has been changed, with the old magazine dropped away instead of being taken away by the left hand.

FN SCAR-H

An FN SCAR-H is available for the 2025 missions and appears to be one of the standard rifles on the United States military. It holds 30 rounds in its 20-round magazine, or 40 if the invisible and incorrectly named "Extended Clip" is chosen.

FN SCAR-H CQC - 7.62x51mm NATO.
SCAR-H on the singleplayer weapon select menu.
Section makes his way through a CLAW manufacturing plant in "Judgment Day," armed with a SCAR-H. As with most of the non-recycled weapons, the SCAR's iron sights are folded down when it mounts optics.
Section reloads his SCAR; note the clear marking on the receiver stating it is a "SCAR 17S," the civilian semi-automatic version of the SCAR-H. As with the "HAMR", this results in it having a two-setting Safe / Fire selector.

"HAMR"

An FN SCAR-H with a drum magazine, a bipod and a bulkier stock is one of the weapons the game classifies as light machine guns. It is incorrectly listed as the "HAMR", which is a light machine gun version of the SCAR-L entered for the USMC's IAR trials; the in-game weapon does not have the deeper handguard of that version of the rifle and is just a standard SCAR-H with a large drum magazine (which has the 75-round capacity of a 5.56mm drum: given the size, it should only hold 50 rounds if the weapon is assumed to be chambered in 7.62mm, and it is visually based on the 50-round drum used on some G8 (Heckler & Koch HK11) rifles used by the German police and military or the X-Products X-91, an American clone made primarily for the Heckler & Koch G3 and Heckler & Koch HK91; the "Extended Clip" attachment raises the capacity to 100).

Strangely, in Multiplayer and Zombies the weapon has a variable fire rate not unlike that of the AN-94; the first 7 shots in full-auto are fired at 937 RPM, and the rest are fired at 625 RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a mere (and consistent) 7 rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. The version in the campaign forgoes this nonsense altogether, and fires at a constant 937 RPM.

Third Generation FN SCAR-H STD - 7.62x51mm NATO
FN HAMR IAR, for comparison - 5.56x45mm
World model of the "HAMR" (without the magazine); the viewmodel has a noticeably longer barrel. Note the wide SCAR-H magwell, and how the side of the weapon reads 7.62x51mm, which is correct for a SCAR-H, but not for a HAMR IAR.
Fighting his way to Menendez in "Achilles' Veil", Section holds a "HAMR" with a "target finder" scope fitted.
Reloading, the player character presses the magazine release and shakes the weapon downwards; the old drum apparently doesn't quite get the idea of this, and the new drum is used to knock it out of the magwell. Note that, as with the regular SCAR-H, it only has "safe" and "fire" positions on the fire selector, indicating it was based on a semi-automatic civilian SCAR variant.

Heckler & Koch HK416

The HK416 is incorrectly listed as the "M27," which is the designation for the squad automatic weapon version used by the USMC. The in-game weapon has a standard 14.5-inch barrel rather than the 16.5-inch barrel used by the M27. The HK416 is equipped with a MagPul BAD Lever, a Raptor charging handle, and a 10.5-inch Super Modular Rail HK. The Foregrip attachment adds a SureFire M900A vertical foregrip with an unusable flashlight, an accessory that by 2025 would be extremely outdated both as a vertical grip and as a flashlight. An HK416 with an "MMS" sight is the 9th weapon tier in Gun Game.

Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm. This is the current production version of the HK416.
Heckler & Koch M27 IAR - 5.56x45mm, for comparison.
The game's HK416 model (without the magazine). Note the later production HK pistol grip and stock but older style front sight.
HK416 on the singleplayer weapon select menu.
Section holds his HK416 as his pet robot deals with some strange men rappelling into an underground complex in a manner best not thought about, glad they will not be able to make horrible puns about his BAD Lever, which is never used, as apparently the hold open device is broken and the user opts to use the charging handle on empty reloads (unless the gun is equipped with "fast mags", then the user will use the bolt release like a standard ping pong paddle, and not take advantage of the BAD lever).
Reloading the HK416 shows the fire selector pointed to...Auto? What sorcery is this?
During the draw animation the player character quickly racks the custom charging handle twice, apparently checking to make sure the weapon is both chambered and cycling correctly; the second pull ejects a single round without actually subtracting one from the magazine, though the "Fast Hands" perk (which speeds up the animation) causes it to glitch out and fail to eject a bullet.

Heckler & Koch XM8

The "M8A1" appears to be a "futurised" Heckler & Koch XM8 with a short handguard and a thick carrying handle. It has a railed carrying handle and a railed handguard with rail covers, rather than the PCAP accessory system used by the US XM8. In real life this configuration is used on Malaysian XM8s, though given the series' common use of Airsoft weapons as references it is far more likely this was based on a rail-equipped Airsoft gun. It also has an incorrect G36-style magazine well. It has a 32 round capacity, incorrect for any currently produced XM8/G36 magazine. The "M8A1" designation suggests it has been adopted by the US military and Yemeni Army as a standard weapon, and is used by both American soldiers and PMC troops. In multiplayer and Zombies modes, it fires 4-round bursts by default, something not present on the real XM8. An "M8A1" with an EOtech sight is used as the tenth weapon tier in Gun Game.

Older version of Heckler & Koch XM8 - 5.56x45mm
Heckler & Koch XM8 R for reference's sake - 5.56x45mm.
Heckler & Koch G36KV with rail top carry handle - 5.56x45mm.
Props used in the live action trailers, the "M8A1" on top.
Top view of the "M8A1" prop showing that the carry handle is actually attached on top of a rail, it is hollow from the inside and lacks the rear sight featured in game.
XM8 on the singleplayer weapon select menu.
Harper holds his XM8 at the start of "Cordis Die" as Section lies in a heap in a crashed Cougar MRAP.
Section holds an XM8 with Leupold HAMR optic as he encounters a truly surreal scene. Note that this weapon was apparently made by "KHK Germany". The NWU Type I uniform worn by the US Navy Sailors in this mission was in service when the game was developed and released, but the US Navy has since officially replaced it with the temperate-styled NWU Type III from 2016-2019, making the uniforms seen in-game an unintended anachronism.
Out on the deck and trying to forget the horrors he has just witnessed, Section reloads his XM8. Note the XM8 model in game uses the older "duckbill" open-front flash hider rather than the "birdcage" used by later XM8 prototypes.

IMI Galil ARM

A slightly modified version of the IMI Galil ARM model from the original Call of Duty: Black Ops is available in the past levels; it no longer has a carry handle, though it still has the attachment point for one. The reload animation is changed; the basic reload motions are now more similar to the AK-type rifles, and the cocking animation is now done with the left hand instead of the right.

IMI Galil ARM - 5.56x45mm
The Galil ARM on the singleplayer weapon selection menu.
Out and about in Afghanistan, Alex Mason holds a Galil as he examines a colt. Note that, as ever, adding a sight requires the removal of the ones that were already there, regardless of the amount of hacksawing that doing so would require.
Mason holds a Galil, the scope mount is always attached in Black Ops II even when no sights are attached.

IWI X95 Flattop

The IWI X95 Flattop, an improved variant of the MTAR-21, appears in the game as the "MTAR". In Zombies mode Marlton identifies the weapon as an X95L variant, but the in-game model has a straight rail which is raised above the handguard, not a two-step rail like the L model. It is equipped with an MFI Sig MAD front sight.

IWI X95 Flattop with various accessories - 5.56x45mm
IWI X95 Flattop on the singleplayer weapon select menu.
Making his way through a flooded slum in Pakistan, Section reloads his X95 Flattop, equipped with a Magpul Rail Vertical Grip, Leupold HAMR dual optic and laser pointer.

M14 Rifle

The M14 Rifle from Black Ops reappears in Zombies mode, this time with a synthetic black finish instead of wooden furniture. Once again, the in-game model has a pistol grip and folding vertical grip like the M14E2 light machine gun. It is typically one of the first weapons available in a Zombies map, and is effective for a surprisingly long time due to its high accuracy and damage, despite only holding 8 rounds in its 20-round magazine.

M14 rifle - 7.62x51mm NATO
M14E2 Light Machine Gun - 7.62x51mm NATO
The player character in Zombies mode picks up an M14, filling in its outline on the wall. Note that as in Black Ops it has a pistol grip, though it no longer has a bipod.
Weasel holds an M14 as he ponders what passes for normality in Zombies mode.
Reloading the M14; as in Black Ops, the pistol grip appears to have been added so that the reloading animation from Modern Warfare 2's Mk 14 Mod 1 EBR could be recycled for this weapon.

"SMR"

A fictional bullpup battle rifle called the "SMR" is a common weapon among enemy soldiers in the future levels. The weapon is based on the Saritch design concept, and is presumably supposed to represent a military version of it. This is supported by the fact that the game files and pre-Alpha builds of Black Ops II refer to it as the "Saritch", and it is even directly modeled after the Saritch in the pre-alpha builds.

In singleplayer it is a slow full-auto rifle by default, while in multiplayer it is semi-automatic unless the select-fire "attachment" is added; the real Saritch was only ever mocked up as a semi-auto, though the designer did consider a select-fire military variant. An SMR fitted with an ACOG sight is the 11th weapon tier in Gun Game.

Saritch design concept - 7.62x51mm NATO (non-functional)
"SMR" on the singleplayer weapon select menu.
Section reloads an SMR equipped with a reflex optic. Note the small EOTech logo on the side of the sight; this optic is now actually called "EOTech sight" by the game rather than using the generic "holo sight" label.

SIG-Sauer SIG556 HOLO

A SIG-Sauer SIG556 HOLO with Magpul MOE stock is available late in the singleplayer campaign, and as a relatively early unlock in multiplayer. It is equipped with an MFI Sig MAD front sight and the standard rear SIG drum sight is depicted with an aiming aperture instead of the proper drum. While early footage showed it called "SIG556" (with this name still being seen in the game files), in the final game it is instead called the "SWAT-556"; however, the campaign version is referred to as "SIG556" when using the higher zoom level of the Leupold HAMR optic. It can fire in three-round bursts, or full-auto mode if the Select Fire "attachment" is equipped (reversed in singleplayer); some military/LE variants of the SIG556 do have these fire modes, but the in-game model has the semi-auto only fire selector of the civilian version.

SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm
SIG556 HOLO on the singleplayer weapon select menu.
Section holds a SIG556 HOLO with a white ACOG optic (based on Trijicon ACOG 6x48 Machine Gun Scope) at the start of "Fallen Angel"; note that like the SCARs it only has "Safe" and "Fire" settings on its fire selector.
Reloading shows off the M320 grenade launcher mounted under the handguard, but also the rather worrying fact that the player model does not actually have a rear grip.

Sturmgewehr 44

The Sturmgewehr 44 returns from the previous games, but this time having an impressive fire rate of 750 RPM instead of 500-600 and a slightly increased price. It appears in the "Origins" Zombies map from the "Apocalypse" DLC. While the gun may seem anachronistic (seeing as the map takes place in 1918, while the gun was designed around 1944-45), it is explained in game that the "Mystery Box" has the power to grab weapons from multiple time periods, hence the box featuring an experimental light machine gun in a 1930's Alcatraz that's not even on the same plane of existence. It can be assumed that the StG 44 (and by extension, the MP40) also appeared via this handwave.

Sturmgewehr 44 - 7.92x33mm Kurz
Soldiers firing their StG 44s.

"Type 25"

The "Type 25" is a "futurised" QBZ-95-1 (evidenced by the fire selector above the pistol grip), but with a trigger guard similar to that of the original QBZ-95. It is seen in the hands of Chinese troops at the end of "Fallen Angel" and during "Judgment Day". Pre-alpha builds refer to this as the "Type-95", further alluding its original model.

QBZ-95-1 - 5.8x42mm
QBZ-95 - 5.8x42mm
"Type 25" on the singleplayer weapon select menu.
Section holds a "Type 25" as he rescues a man who is apparently not important enough for his name to merit a capital letter.

Sniper Rifles

Barrett M107

The Barrett M107 model used in Modern Warfare 3, incorrectly referred to as the "Barrett M82A1," is available in the past and future missions, starting with the level "Time and Fate"; a key part at the end of "Suffer With Me" also involves the use of the Barrett. The normal version is identical to the one from MW3, while the one with the "Variable Zoom" attachment is slightly altered with no lens covers and a raised carrying handle. As in MW3, the model has ejection ports on both sides of the receiver.

It is highly anachronistic for the past levels, since the M107 was not adopted until 2002. This mistake appears to have been made because Barrett have started to market the M107 under the "M82A1" name; an original M82A1 would not actually be particularly anachronistic since the A1 version was developed by 1986, though the first major order of rifles was not made until 1989.

Barrett M107 long range sniper rifle - .50 BMG
Original Barrett M82A1 - .50 BMG. Note fixed scope mount and lack of rails.
Woods holds the unique M107 at the end of "Suffer With Me"; note that the weapon model of this variant shows the standard scope, despite the weapon using a variable zoom here.
Mason holds his M107 with a variable zoom at the start of "Time and Fate"; note the rail extends right back to the rear sight and there is no raised scope mount, meaning this cannot be an M82A1 as the game claims or an M82A1M.

DSR-50

The DSR-50 is used by enemies during the first future level, though it is not actually unlocked in the loadout menu until the last one. It is similar in power to the other heavy sniper rifles, but slower due to being bolt-action, and it has an incorrect magazine capacity of 5 rounds instead of 3. It is also available in Zombies mode, though like all sniper rifles in that mode it is mostly useless due to zombies not exactly being known for long-range combat. A DSR-50 with a variable zoom scope appears as the 15th weapon tier in Gun Game.

DSR-50 - .50 BMG
Section holds a DSR-50 during the final level as he celebrates someone having the catastrophically bad idea of handing an orbital weapon to the first guy who picks up the controls.
Later, finding he can't use his satellite indoors, he reloads his DSR-50. This one is fitted with a "dual band" sight fitted to the standard scope, a ballistic computer and variable zoom (the oversized elevation turret with a large "V" on it represents this). Note the "DSR Precision" marking on the side of the weapon. The spare magazine stored in front of the pistol grip is sadly never used for anything other than holding the gun (in lieu of using the handguard).

FN Ballista

The FN Ballista is a bolt-action sniper rifle available in the future levels. Among its equip options, it can be fitted with illuminated iron sights instead of the default scope; it is the only sniper rifle with such an option outside of Zombies (as the DSR-50 has a similar attachment when Pack-a-Punched). A Ballista with the aforementioned iron sights appears as the 16th weapon tier in Gun Game.

FN Ballista - .338 Lapua Magnum
Section holds an FN Ballista as he admires the implausibly small mounting of a drone helicopter's cannon, supposedly 40mm. Visible on the weapon's default scope are a throw lever and cant indicator.

"Storm PSR"

The "Storm PSR" is a fictional three-barreled (rotatory, no less) sniper rifle based on Metal Storm technology, with the ability to queue and fire multiple rounds at a time to penetrate surfaces. This is actually a suggested capability of the Metal Storm system since it is able to make multiple rounds hit the same point, but no weapon design like the PSR currently exists and the weapon is a work of fiction.

Section holds a "Storm PSR" during the attack on downtown Los Angeles. Note the text on the receiver is "Metalstorm Multishot Rifle," meaning the "P" in "PSR" is apparently short for "M".
Scope of the Storm PSR; the bar to the right is the charge indicator, and the indicator immediately to the left shows the number of queued rounds and the penetration distance, up to eight meters. The red grid indicates the current target cannot be hit at the current charge level; this will be green if it can. Note that the area outside the scope is magnified just as much as the area inside.
Mason reloads the Storm PSR which he presumably got from the same place he got a WA2000 in the previous game. Note the three sets of ten stacked rounds in the en-bloc clip.

SVD Dragunov Hybrid

The SVD Dragunov appears in two past missions, "Pyrrhic Victory" and "Time and Fate". It is a modified version of the Black Ops SVD hybrid model, with a lower-profile front sight and the wooden furniture textures replaced with a grayish green texture, apparently trying to make it look more like a modernized variant with synthetic furniture. As before it uses an incorrect modern POSP scope reticle rather than a period PSO-1, and it also completely lacks a flash hider.

SVD Dragunov - 7.62x54mm R
AKS-74 - 5.45x39mm
Mason holds his SVD as he takes a relaxing stroll through the jungle.
Mason reloads his SVD; note that the fire selector is in the "safe" position, and also appears to be from an AK rather than the correct one for an SVD.

SVU

The SVU can be used in the 2025 missions, referred to as the "SVU-AS", and is effectively a high-tech counterpart to the SVD. It features a dark red, carbon fibre-effect forehand and also has a modified Leupold Mark 4 CQ/T scope incorrectly depicted with a pseudo PSO-1 reticle. It is fitted with a folded-forward Harris-style bipod instead of the correct one for an SVU/SVU-AS, and in the create-a-class menu icon it is mounted backwards and seemingly floating in the air; the icon also includes a flash suppressor. It also lacks select fire, being semi-auto only, making it an SVU. An SVU with a "Dual Band" scope appears as the 14th weapon tier in Gun Game.

SVU modernized with black furniture and a bipod - 7.62x54mm R
Farid holds an SVU in "Achilles' Veil," equipped with a laser pointer, ballistic computer and vile camouflage. Note the HUD displaying an incorrect 12-round capacity.

"XPR-50"

A semi-automatic sniper rifle chambered in .50 BMG. It bears a resemblance to the Barrett Model 98 Bravo, though the latter is bolt-action rather than semi-automatic and is chambered in .338 Lapua Magnum. In the game files it is referred to as the AS50, which is semi-auto and chambered in .50 BMG, even though it looks noticeably different from it.

Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum
AS50 - .50 BMG, for comparison.
The "XPR-50" in the game's menu selection.
Section holds an XPR-50 as he admires one of the USS Barack Obama's complement of fictional F/A-38 fighters. Note the strange, tiny circular intakes; these apparently contain a pair of cannons.
Looking out at the Obama's battlegroup using the scope of his XPR-50, Section discovers a couple of rather unusual additions; these two ships are a Slava-class cruiser and a Nanuchka-class corvette, both models from Modern Warfare 3.

Machine Guns

Handheld GE M134 Minigun

The same handheld M134 Minigun model from Black Ops returns as an unlockable for the campaign, now simply called "minigun", as the "Death Machine" name has moved to the future version. It has a 999 round magazine with no reserve and no reloading animation, and has no iron sights; instead, the iron sight key pre-spins the weapon's barrels. The M134 is effective even against vehicles which are normally immune to gunfire. As before it has an oddly slanted overhead front grip; in "Old Wounds" while riding it can be seen that part of the grip which would normally be covered by the player character's hand is not present at all. In addition, on the PC with the FOV set to 80 the minigun model is slightly too small for the screen and blank space can frequently be seen at the bottom and right of the model as it moves. A slightly altered version of the handheld minigun model is used as a door mount on a gunship in "Achilles' Veil."

Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgement Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm
Mason holds the old "Death Machine" M134 minigun, wondering how he can possibly combine this activity with riding a horse.
The answer, of course, being to fire it one-handed. Note that the lower part of the grip, which would normally be hidden by his hand, does not actually exist.
A certain decision in "Achilles' Veil" will result in a brief sequence controlling Section as he mans a VTOL's door gun. This is the "Chopper Gunner" model from Black Ops with the belt box removed, but is clearly a variant of the handheld model.

Handheld General Dynamics GAU-19/A

A man-portable futuristic gatling gun based on the General Dynamics GAU-19/A is the new "Death Machine" killstreak, and can be used in the campaign by completing challenges. Like the minigun, it has no iron sights with the aim button instead pre-spinning the barrels, a 999 round magazine with no reserve and no reloading animation. It appears to use the same sound effect normally used for the A-10's GAU-8 in the modern Call of Duty games. A slightly altered version of this model is also found mounted on drone gun rigs, mostly used by Menendez's PMC troops.

It is also present in the DLC "Mob of the Dead" Zombies map, where it has a 150 round magazine and a reload animation where it is simply lowered off the screen.

General Dynamics GAU-19/A - .50 BMG
Section wields a futurised GAU-19/A as he vows to infiltrate the jungle base in the loudest manner he possibly can.
Meanwhile over on Alcatraz, Sal opens up on some passing zombies, ejecting a suitably impressive cloud of brass at a nearby fence.

LSAT Light Machine Gun

The LSAT Light Machine Gun is occasionally seen in the hands of US soldiers, most commonly during the new "Strike Force" missions. It appears with a digital ammunition counter beside the belt opening of the drum magazine, which is of great use while playing Hardcore multiplayer matches where the HUD is removed. The markings on the weapon refer to it as "M250," presumably indicating it has been adopted as a replacement for the M249 SAW.

AAI Corporation LSAT Light Machine Gun with bipod and front and rear sights removed - 5.56x45mm Caseless
During a Strike Force mission, the target "high value individual" reloads her LSAT light machine gun presenting a better view of the Trijicon ACOG 6x48 Machine Gun Scope. Note that this gun was apparently made by "Hobotronics Inc."
The ceiling mounted turrets aboard the USS Barack Obama appear to have the LSAT's barrel and the carrying handle for some reason.
Call of Duty Black Ops 2 Obama Machine Gun Turret 2.jpg

M60E3 Machine Gun

The Black Ops M60E3 model is reused in the singleplayer campaign as a past weapon; as before it is very powerful, but has heavy recoil.

M60E3 with short barrel - 7.62x51mm NATO
Mason holds an M60 as he watches one of his allies attempting to threaten a large rock. This went about as well as one would expect it to. Note that unlike the future era weapons, the cold war guns use the old Colt scope from the first game as an "ACOG".

Maxim MG08/15

The Maxim MG08/15 appears in the Zombies map "Origins" from the "Apocalypse" DLC; as with the M712 it is rather substantially stylized, in particular featuring a rather squashed receiver, along with several purely decorative additions including a water hose that leads from the rear of the cooling jacket to the bottom of the receiver for no discernible reason. It has an excessive fire rate of 750 RPM compared to the real 450-500, and features an anti-aircraft front sight which is never properly aligned with the standard (i.e. non-anti-aircraft) rear sight. Notably, when reloading, the player character doesn't pull the belt into the action; he simply replaces the belt drum and works the charging handle, as though it were a drum magazine and not simply a round, drum-shaped belt box (a bit like the MG42 from Call of Duty: World at War). There is a lip depicted on the feed tray, but there's no way it could pull the belt on its own (nevermind that the belt drum is always shown empty); the weapon also ejects disintegrating belt links, rather than using a non-disintegrating belt like the real weapon was issued with.

Maxim MG08/15 - 7.92x57mm Mauser
Dempsey firing the MG08/15. Note that it's a bit too small, with some parts being even smaller proportionally (the belt box and bipod being visible here); the modeler was also apparently not acquainted with the purpose of the MG08/15's water jacket, seeing as they've put a bunch of holes in the front of it. The weapon is also incorrectly shown ejecting casings out of the left side here (rather than out the bottom-front of the receiver like it should); in first-person, it only ejects belt links out this side like it should (barring the "disintegrating" bit mentioned earlier), while ejected casings aren't visible at all. Then again, Dempsey is also right-handed in first-person, so this cutscene should be taken with a pinch of salt in general.

Mk 48 Mod 1

The Mk 48 Mod 1 is available in the 2025 levels as a light machine gun, despite technically being a medium machine gun, as it fires a full-sized rifle round rather than an intermediate one. A Mk. 48 with a Leupold HAMR optic appears as the 13th weapon tier in Gun Game.

FN Mk 48 Mod 1 - 7.62x51mm NATO
Section holds a Mk 48 Mod 1 as he looks over the results of sabotaging his CLAW's Geneva Convention Module.
Mason wields a Mk 48 Mod 1 in the middle of Nowhere, Afghanistan. Presumably he procured the machine gun from the same place that Call of Duty: Vanguard got the F2000.
Dialing in the Mk 48's sights. Note the red stripe on the rear aperture that is slightly misaligned to the left.
Reloading the Mk 48; here can be seen seating in a new ammo pouch of fresh 7.62. The camouflage on the pouch appears to be based on the US Army's spectacularly useless Universal Camouflage Pattern, and also features a Punisher skull-esque motif sprawled on the back.
Seating in a new belt.
And with the feed cover down, working the action. The LSAT uses a slightly modified variation of this reload animation, itself reused from Modern Warfare 3.

QJB-95-1

The QJB-95-1 is available as the "QBB LSW". It has been "futurized" in the same manner as the QBZ-95-1 (i.e. bulkier furniture), and has the trigger guard of the QBZ-95. It also has a left-handed projection on its charging handle; the player character operates this by taking their hand off the grip. A QJB-95-1 with a fictional "Target Finder" sight appears as the 12th weapon tier in Gun Game.

The name "QBB" is the historical name of the QJB-95, used in multiple historical Chinese sources in the 2000s.

QJB-95-1 - 5.8x42mm
QBZ-95 - 5.8x42mm. Image used to show the trigger guard.
Section holds a QJB-95-1 with a laser pointer in "Celerium" as he makes his way through a high-tech factory hidden in the jungle.

RPD light machine gun

The RPD is available from the beginning of the game, and can be picked up from the Mystery Box in Zombies mode. In singleplayer it is used by Soviet troops in Afghanistan, at a time when it would have been replaced by the PKM and the RPK-74. It is also seen during the US invasion of Panama in "Suffer With Me."

RPD Light Machine Gun - 7.62x39mm
Mason holds a camouflaged RPD as Savimbi's troops storm to victory during the first section of "Pyrrhic Victory." The RPD model is lifted from Modern Warfare 2, hence the presence of an accessory rail in a level set in the 1980s; Mil-STD-1913, the standard for Picatinny rails, did not exist until 1995.
Taking a look at a weapon crate, he finds an unpleasantly camouflaged RPD with a foregrip; strangely, using this attachment switches the handguard on the model to one that appears to be based on that of the Romanian AIM AK clone.

Launchers

Airtronic RPG-7

The Airtronic RPG-7 appears in the future levels as the "futurised" version of the normal RPG-7 used in the past ones. It is simply called "RPG", and it is fitted with a futuristic warhead seemingly based on the one from The Avengers. An Airtronic RPG-7 appears as the 18th weapon tier in Gun Game.

Airtronic RPG-7 - 40mm
The Avengers AirTronic RPG-7 custom warhead.
The in-game Airtronic RPG-7 model (without the rocket).
One-off character Farid holds the Airtronic RPG-7. Note that like other rocket launchers it uses the crosshair from the original Call of Duty's MG42, an art asset that was nine years old when the game came out.
Reloading the Airtronic RPG-7.

FIM-92 Stinger

The FIM-92 Stinger can be unlocked on the loadout screen and is available during the mission in Afghanistan. It is very inaccurately portrayed as a dual-mode anti-tank / anti-aircraft missile launcher, with an RPG-7 iron sight placed on the folding sight. In anti-tank mode the round can be manually detonated by pressing fire again, while in anti-air mode the weapon will not fire without a lock on. The maximum capacity is twenty launchers, and Stingers are meant to be used as a main weapon throughout "Old Wounds."

FIM-92 Stinger - 70mm
Alex Mason holds his mutant Stinger as he ponders why anyone would do such a cruel and silly thing to an innocent missile launcher.
With the real sight folded down, this RPG-7 sight is used instead, allowing the missile to be fired directly.
Seemingly nobody has told the Stinger it is supposed to be a flimsy metal tube, since it is quite capable of destroying Soviet tanks with a single shot.
Common sense finally prevails as Mason folds the real sight up; this switches the weapon to lock-on mode.
This uses the same reticle as in previous games; unlike Modern Warfare 3 there is no green target box, and Black Ops II's more dramatic score frequently drowns out the launcher's lock-on tone.
The launcher proves as effective as it is in any Call of Duty game.

"FHJ-18 AA"

A fictional anti-air launcher, appearing to be a "futurised" FIM-92 Stinger, is available for the 2025 missions and in multiplayer. In multiplayer it can lock on to aircraft and vehicles, while in singleplayer it is only able to lock on to targets which are valid for the Stinger's anti-air mode. It is never found in the campaign, but can be unlocked; however, given its limited range of targets, it is never particularly useful. It is seen being used by Menendez's forces and Menendez himself during "Achilles' Veil". Interestingly enough, it is named similarly to the Chinese FHJ-84 double-barreled rocket launcher, despite functioning far differently from it.

The in-game "FHJ-18 AA" model.
Menendez holds a spent "FHJ-18 AA" in "Achilles' Veil" after firing the weapon at an American VTOL.
Mason holds an "FHJ-18 AA" as he curses getting the future's least useful weapon in the magical time travel crate.
On the other hand, Section is faced with the only valid target for the FHJ-18 in the 2025 era.
Targeting the "MQ Drone". As far as valid targets go, the FHJ-18 can only lock onto MiG-23 fighter-bombers, Mi-35M/24P franken-Hind and Mi-17 Hip helicopters in the level "Old Wounds", as well as the aforementioned drone in the level "Fallen Angel". It cannot lock onto quadrotor drones, and for some reason, the franken-Hind that appears in the opening level "Pyrrhic Victory". Additionally, despite being able to lock onto ground assets such as the sentry gun in multiplayer, it is incapable of doing so in the campaign.
And zeroing in on the MiG-23; the speed of the jet makes it incredibly difficult to acquire lock and essentially impossible to land direct hits on, as the MiG will immediately despawn after it has passed over the map. The FIM-92 Stinger also has the same range of targets in its anti-aircraft mode, but the targeting circles on the FHJ-18's optics makes the validity of said targets more apparent.

GP-30 Grenade Launcher

GP-30 grenade launchers are mounted on Russian weapons equipped with launchers in both the past and future levels; the GP30 is also used by the Galil. The player model no longer has a quadrant sight at all, but is the same model as used in previous games. The in-world model, however, still has its right-mounted quadrant sight. As in previous games, the reload animation includes an incorrect flick of the launcher to eject a spent casing, despite that VOG grenades are built like mortar rounds and are ejected from the launcher in their entirety.

GP-30 - 40mm
Section reloads the GP-30 mounted under his AN-94. Like in Black Ops (and unlike the entire Modern Warfare series), a VOG-25 grenade is correctly used (though modeled somewhat poorly, being quite clearly the Western 40mm round model modified to approximate the shape of a VOG grenade). The reload animation still includes a flick of the launcher to eject a spent casing that should not exist, and this "casing" uses the same model as the live grenade.
Mason takes a close look at the GP30 attached to a PDF soldier's Galil; unlike the player model, this still has a right-mounted quadrant sight.

Hawk MM1 grenade launcher

The Hawk MM1 grenade launcher is held by Jonas Savimbi during the first mission as he rides on a Buffel armored truck, and can be unlocked on the loadout screen by completing challenges. It features a capacity of 24 grenades, double of the real 12, and has no iron sights; the screen simply zooms in when the aim button is pressed. Its grenades are also not affected by gravity, acting more like rockets. The contents of the cylinder are ejected on-screen, but afterwards the weapon is reloaded off-screen.

MM1 grenade launcher - 40mm
At the start of the first mission, "Pyrrhic Victory," a UNITA fighter hands Jonas Savimbi his Hawk MM1 grenade launcher.
Savimbi brandishes his Hawk MM1 dramatically as he rides into battle.
Amusingly, on trying to fire his MM1 for the first time, Savimbi finds it does not actually work and immediately discards it.
One-off player character Woods holds a Hawk MM1 at the start of "Suffer With Me."
His enemies soon discover he takes the level's name very literally.
Reloading the MM1: the player character snaps the launcher open, tips out the entire contents of the cylinder, then drops it below the bottom of the screen. There is no actual animation for inserting the new rounds, and it is bought back up closed and fully loaded.

Heckler & Koch M320

Most of the future assault rifles will mount Heckler & Koch M320 grenade launchers if a grenade launcher accessory is selected. Unlike the M203, reloading the M320 shows that the ejected casing does have its own model, instead of having a full 40mm grenade standing in for the casing.

Heckler & Koch M320 with optional telescoping stock - 40x46mm
Section reloads his SIG556, showing off the M320 grenade launcher mounted under the barrel. Note that the white indicator on the fire selector is pointed in completely the wrong direction.
Reloading the M320 with the used casing visible at the bottom of the screen.


M203 Grenade Launcher

The M203 grenade launcher used in this game, unlike most previous entries in the series, has neither a rail attachment point or a removed trigger guard, meaning it is not based on an Airsoft imitation. It is the same model from the first Black Ops. Like all prior M203 grenade launchers in the COD series, there is no model for a spent casing, and so on reloading an unfired grenade round is dumped out of the launcher.

M203 grenade launcher - 40x46mm
Mason reloads an FN FAL equipped with an M203 grenade launcher.

"M360"

This fictional wrist-mounted grenade launcher is available in all future levels, though it cannot be used in the past levels even when the game has been completed as grenades remain era-specific. The grenades themselves are referred to in menus as "XM31," but the launcher itself has "M360" printed on it, and also includes a line launcher. Holding the grenade button provides an aiming line; the grenades are typical videogame smart grenades, exploding on contact with enemies or on a timer otherwise.

In the Strike Force missions, Semtex grenades are also fired out of the "M360" but are thrown by hand in the other campaign missions.

Farid aims his "M360" grenade launcher. Note the red aiming line. The device appears to have a detachable magazine at its midpoint, though it is never reloaded in-game.

MGL Mk 1L

The MGL Mk 1L is referred to as "War Machine". It is a killstreak reward in multiplayer; it cannot be found in the singleplayer campaign and can only be accessed via the loadout screen by completing challenges. In Zombies it can only be obtained from the Mystery Box; unlike in the campaign and multiplayer, in Zombies it fires regular grenades that do not explode on impact. It suffers from exactly the same reloading issues as the Taurus Raging Judge. Ironically, it is also one of the few MGL reload animations to (sorta) depict the real weapon's reload procedure, where the cylinder is wound up before any new rounds are loaded, though the player character doesn't make a full rotation to fully wind up the cylinder, and mid-cylinder reloads neglect the fact that the cylinder cannot be manually rotated when it's partially wound up.

Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
Fighting his way through the floating city "Colossus," Section holds an MGL Mk 1L as he admires the results of using it.
After dumping the empty rounds, Section winds the MGL Mk 1L.
Later after acquiring a optical camouflage suit, Section inserts new grenades, a high enough FOV shows how it's reloaded like the revolvers with a simple loop.

Mk 153 SMAW

The Mk 153 SMAW uses the same model as in Modern Warfare 3; as before there is no reloading animation, with the entire launcher simply disappearing off-screen, and the weapon can only use the default iron sights despite having a scope rail. The SMAW is only available in the future levels, and apparently has some fictional guided round which can lock on to vehicles and aircraft; cutscenes frequently show SMAW-equipped troops firing the weapons as if they are SAMs. A SMAW appears as the 17th weapon tier in Gun Game.

Mk 153 Mod 0 SMAW - 83mm
A US soldier in Strike Force mode holds a SMAW as he prepares for the arrival of a CLAW, hoping that he can remember which one is which when the moment of truth comes.

RPG-7

The RPG-7 is an available weapon in the past levels. An RPG-7 is inaccurately used to disable Noriega's private jet in "Suffer With Me". In reality, the SEALs used an AT-4 to deal with the plane.

RPG-7 - 40mm
Mason holds an RPG-7 as he ponders whether this is an appropriate weapon to threaten someone with at close range. Note that this is the Black Ops RPG-7 model, and as in that game the rear sight is mounted backwards.

SA-14 Gremlin

The same fictional "Valkyrie" MCLOS (Manual Command Line Of Sight) SA-14 Gremlin seen in Black Ops turns up during the second half of "Pyrrhic Victory," and is used to shoot down an attacking Mi-24 Hind gunship. Furthermore, the HUD icon of the SA-14 is used for the campaign version of the "FHJ-18 AA" and the FIM-92A Stinger.

SA-14 Gremlin launcher - 72mm
Mason holds the "Valkyrie" MCLOS SA-14 launcher, finding he suddenly has a lot less boat than he remembered.
Having discovered the culprit, the missile must be manually steered to hit the fast-moving Hind. The bar to the right is the missile's fuel gauge; an SA-14 should have a range of around 2.5 miles, but clearly nobody has told the Valkyrie that.

Explosives

40lb Cratering Charge

A 40lb Cratering Demolition Charge is used by Mason to block a road leading to the Mujahideen camp during "Old Wounds".

40lb Cratering Demolition Charges.
Mason sets the Cratering Charge. Precisely where or why he was carrying it in the first place is not clear.

Fictional Grenade

The future hand grenade is a cross between a M67 hand grenade and a Mk 2 hand grenade. Strangely, enemies in the past levels use the future grenade instead of the M67 seemingly due to an oversight, which renders the grenades they drop upon death unusable (except briefly when playing as Menendez in "Time and Fate" as he is equipped with future grenades.) as the player's frag grenade in the past is the M67 grenade though the player can still throw back future grenades thrown at them. (Despite the M67 reusing the same icons and essentially functioning as the same grenade with a model swap.)

M67 hand grenade
Mk 2 "Pineapple" High-Explosive Fragmentation hand grenade
Props used in the live action trailers, the future grenade under the tomahawk.
Mason locates a future grenade, made from condensed future.

Future Smoke Grenade

A Futuristic Smoke Grenade is used in all levels, even past levels. (as opposed to being replaced by a proper model like the future grenades even though it's even the default grenade for a few past levels.) It explodes like the Willy Pete Grenade from the original Black Ops upon impact, releasing smoke and and a (very weak) incendiary effect.

Mason prepares to throw his time travelling smoke grenade.

C4

The original C4 Charges from Black Ops are used when selecting C4 charges in the past missions, they gain a new model in the future missions/multiplayer.

The "Semtex" grenade (made from C4 according to it's textures in past games) also returns with an altered texture.

A future C4 Charge and Semtex Grenade.


M18 smoke grenade

M18 smoke grenades are often seen on NPCs in the past levels.

M18 smoke grenade

M112 C4 Demolition Charge

While the C4 charges which can be picked from the equip screen are fictional, the 40lb Cratering Charge used in "Old Wounds" is primed with four M112 demolition charges.

M112 C4 demolition charge
Remember this image from a few sections ago? Well, now pay attention to the 4 blocks on the outside of the main charge - these are M112s.

M18A1 Claymore

The M18A1 Claymore used in the game is a "futurised" version, regardless of which era it is used in.

M18A1 Claymore anti-personnel mine
CODBlops2futureclaymore.jpg


M26 hand grenade

M26 hand grenades can be seen on the chest rigs of various NPCs during the campaign.

M26 High-Explosive Fragmentation hand grenade

M29 Mortar Shell

In the missions "Pyrrhic Victory", "Old Wounds" and "Time and Fate", using the access kit on a damaged Buffel, a locked room inside the Mujahideen hideout and a garage respectively will have Mason gain access to M29 Mortar Shells.

Woods also gives Mason a M29 Mortar Shell to destroy Kravchenko's fictional double barreled tank in a cutscene, this Mortar Shell conveniently takes several seconds to explode after being thrown in the tank instead of exploding instantly like it does during gameplay after Mason tosses it inside the tank.

These are thrown like the M34A1 Mortar Shell from Call of Duty: World at War and can be combined with the Animal Traps from the third access kit spot in ""Pyrrhic Victory" to create an improvised landmine.

The Mortar Shells inside the damaged Buffel in "Pyrrhic Victory".
Mason smacks the bottom of the shell to prime it as part of the throwing animation.
Mason sticking the M29 mortar shell into a animal trap.
Holding the M29 mortar shell next to a primed mortar trap.
In "Time and Fate" Mason finds the Mortar Shells inside a somewhat misleading and redundant "RPG Grenades" box.

M34 White Phosphorous grenade

American NPCs in the past levels frequently have M34 White Phosphorous grenades on their chest rigs. As in Black Ops, they are incorrectly shown painted green, which was not done in real life before the adoption of NATO STANAG 2321 in 1987: period M34 grenades should be white.

M34 White Phosphorous grenade
Hudson stops during a mandatory stealth section in "Pyrrhic Victory" as Mason carries an injured Woods, an M34 grenade clearly visible under Hudson's right arm.

M34A1 Mortar Shell

The M341A1 Mortar Shell from Call of Duty: World at War appears inside the locked room in the Mujahideen hideout where Mason acquires the M29 Mortar Shells.

The M34A1 Mortar Shells in-game.

M67 hand grenade

In cutscenes set in the past the most commonly used grenade is the M67 hand grenade; a young Menendez uses an M67 partway through "Pyrrhic Victory" and a decision by Woods to throw one during "Time and Fate" has major repercussions.

The M67 is also used by player characters in the past when equipping Frag Grenades but they reuse the icon for the future grenade.

M67 hand grenade
Mason's attempt to take a young Menendez hostage takes a turn for the worse as he flicks the pin from an M67 hand grenade Mason somehow did not notice him carrying.
Later Mason throws an M67 grenade of his own.

M83 smoke grenade

Soldiers in the future levels have M83 smoke grenades rather than the M18s seen in the past levels.

M83 smoke grenade
Section takes some time out from his allegedly urgent escape to check over a dead PMC soldier, finding two M83 smoke grenades on his chest rig.

M84 stun grenade

The future "flashbang" is a dressed-up M84 stun grenade, which becomes a completely normal M84 body after detonating.

Additionally the normal M84 is used when throwing stun grenades in the flashback missions.

M84 stun grenade
The M84 stun grenade in-game.


Mecar M72 hand grenade

Mecar M72 hand grenades can be seen on the chest rigs of various NPCs during the campaign.

Mecar M72 High-Explosive Fragmentation hand grenade
A Mecar M72 is visible to the right of the RGD-5 grenade on Woods' chest as Mason realises the Matrix has him.

MK3 offensive hand grenade

MK3 offensive hand grenades can be seen on the chest rigs of various NPCs during the campaign.

MK3A2 offensive hand grenade
A MK3 offensive hand grenade is clearly visible on Hudson's chest as he and Mason unwisely discuss their daring escape before actually finishing it.

"Nightingale"

The "Nightingale" is a grenade only available in the singleplayer mission "Suffer With Me," and uses the same model as the Decoy Grenade from Black Ops. It appears to be an improvised device made using rifle bullets and some kind of clockwork striker array to set them off, making it bounce around and produce gunfire sounds.

Call of Duty black Ops 2 Nightingale.jpg

RGD-5 hand grenade

RGD-5 hand grenades can be seen on the chest rigs of various NPCs during the campaign.

RGD-5 High-Explosive Fragmentation hand grenade
An RGD-5 grenade is visible among Woods' gear as he complains about the inexplicable presence of sand in Afghanistan.

VIS-1.6 anti-tank mine

In "Old Wounds" the access kit perk allows recovery of a cache of VIS-1.6 anti-tank mines. These can be planted in the path of attacking Soviet tanks and BTR-60 APCs; Mason simply tosses them on the ground without burying them.

Inert Products LLC replica of a VIS-1.6 blast-resistant anti-tank mine
Mason finishes cutting the chains off the mine box. Note the box is labelled as containing American-made M1 mines.
He soon discovers this is rather wide of the mark, since the box contains VIS-1.6 mines.
Not one to look a gift mine in the mouth, Mason is soon merrily placing mines in the path of a careless BTR-60.

"Shock Charge"

A fictional device known as "Shock Charge" is featured in multiplayer. It resembles a futurized stake mine similar to the POMZ mines but it has miniaturized taser cartridges instead of fragmentation knobs and the stake resembles the blade of United Cutlery M48 Cyclone knife.

POMZ-2M anti-personnel mine.

Mounted Weapons

8 cm kurzer Granatwerfer 42

The 8 cm kurzer Granatwerfer 42 model, which dates way back to Call of Duty 2, returns once again, this time used by mortar crews in the first level of the campaign.

kurzer 8 cm Granatwerfer 42 (kz 8 cm GrW 42) - 81.4mm
Mason, holding a heinously blinged-out MP5, examines an enemy Kz 8cm GrW 42 mortar after eliminating the crew. At the time of the game's release, this model was just over seven years old.

Browning M2HB

Browning M2HBs can be seen mounted on technicals at various points during the campaign; strangely, those seen in the past levels are the model from Modern Warfare 2 which has no belt or ammo box, and not the more detailed version seen in Modern Warfare 3. The M2s mounted on SOC-T buggies seen in "Fallen Angel" also lack any ammunition supply. However, the technicals seen in "Cordis Die" have a different M2 model with an ammo box.

Browning M2HB on vehicle mount - .50 BMG
While on his way to Menendez's mansion, Mason deals with an enemy technical, and stops to admire his prize.
Using videogame logic, he correctly determines that if a weapon isn't loaded to begin with it can't run out of ammo, and is soon merrily blasting away using his invisible thumbs to operate the trigger.

DShK

DShK heavy machine guns can be seen mounted on vehicles during the past levels, including Savimbi's Buffel armoured trucks and a series of militia patrol boats.

DShKM on tripod - 12.7x108mm
Mason mans a DShK as a series of Russian-made patrol boats attack his barge. For some reason, the operator's hands are not shown in this game even though the model is recycled from Modern Warfare 3 where they were clearly seen.

General Dynamics GAU-19/A

A variant of the General Dynamics GAU-19/A used as "Death Machine" is also seen in sentry gun mountings, used by enemies in the singleplayer future levels and controllable by the player in some Strike Force missions. It is also available as a Scorestreak reward in multiplayer.

General Dynamics GAU-19/A - .50 BMG
The player character in multiplayer admires his sentry gun.
Section takes a much dimmer view of sentry guns, since they are usually trying to murder him.
Controlling a sentry in Strike Force mode gives this view, despite that the rig's camera is mounted below and to the right of the barrels...
..while controlling one in multiplayer gives this equally impossible view from halfway along the barrels.

General Dynamics M197 Vulcan

The M197 Vulcan cannon can be seen on a drone in "Celerium" where it is stated to be 40mm despite clearly not being big enough. It is also the chin armament of the "Stealth Chopper" which can be called in by a Scorestreak in multiplayer, a fictional helicopter based on the RAH-66 Commanche.

General Dynamics M197 Vulcan - 20mm
The "Stealth Chopper" aims its M197 Vulcan during a rare moment of not flying like a drunk in a hurricane.
In Theatre mode, a better look at the helicopter can be had.

General Electric GAU-8/A Avenger

The "Warthog" Scorestreak in multiplayer allows the player to call in a fictional futuristic version of the A-10 Thunderbolt II ground attack aircraft; like the real thing, this is armed with a General Electric GAU-8/A Avenger gatling gun.

General Electric GAU-8/A Avenger - 30x173mm
The player character in multiplayer admires the result of a good Scorestreak as his pet ground attack aircraft deals with the competition.
The futuristic A-10 makes another pass, firing its GAU-8/A.
The post-match Theatre mode allows a closer look at the "futurised" A-10 model, as well as leading to questions about just how many blast deflectors the carrier thinks it needs.

General Electric M134 Minigun

Non-handheld GE M134 Miniguns are seen mounted on CLAW vehicles and MH-6 "Little Bird" helicopters.

General Electric M134 - 7.62x51mm NATO
The player character in Strike Force mode, having failed to teach his CLAW the meaning of personal space, admires its M134 minigun. Note that it has no ammo source. The device on the CLAW's side is a flamethrower.

Gryazev-Shipunov GSh-23

Throughout "Old Wounds," Soviet MiG-23 "Flogger" attack aircraft can be seen making bombing runs, armed with a Gryazev-Shipunov GSh-23 cannon.

Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm
The Soviet Union immediately regretted establishing Amateur Pilot Day.

Gryazev-Shipunov GSh-30-2

The same conglomerate of Mi-35M and Mi-24P seen in Modern Warfare 3 appears again, this time menacing Mason, Woods, and Hudson in Angola and the Mujahideen in Afghanistan. As before, all Hinds in Black Ops II are armed with both a GSh-30-2 twin gun mounted on the fuselage and a chin mounted Yak-B gatling gun.

Gryazev-Shipunov GSh-30-2 automatic cannon with unfired rounds - 30x165mm
As the Soviet army pushes towards the Mujahideen base in "Old Wounds," Mason orders "one last display of courage," leading to a charge as Soviet aircraft fly overhead. This includes Hinds, which as in MW3 are the version of the Hind only known to young modelmakers who decide to put all the guns on.

Kalashnikov PKT

Soviet T-55 tanks seen during the campaign have coaxial openings for their PKT machine guns, as do T-72s found in the multiplayer map "Standoff".

PKT machine gun with 250-round ammo drum - 7.62x54mm R

KPV Heavy Machine Gun

Four KPV heavy machine guns in a ZPU-4 quad AA mounting can be seen on a roof in "Suffer With Me"; the five-man weapon is operated by a single gunner, who can be killed to complete one of the level's challenges.

Like previous games in the series, it reuses the same model from Call of Duty 4.

KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm
Woods sights up the gunner of the ZPU, who, in addition to his AA gun, is apparently in possession of the dreaded levitating FAL.

KPVT heavy machine gun

Soviet BTR-60 APCs seen in "Old Wounds" mount KPVT heavy machine guns in their turrets.

KPVT heavy machine gun - 14.5x114mm
Mason sights up a BTR-60 in "Old Wounds" with his futuristic SAM, the BTR looking distinctly unimpressed as Mason belatedly realises that he can't fool this SAM into blowing up tanks.
At the end of the mission the Soviet army commences one final push, with Mason watching through binoculars as the last assault begins. Note the frontal hull of the BTR-60, distinguishing it from later versions.
Mason and the Mujahideen determine that charging tanks and aircraft with horses is in some way a good idea and ride for Kravchenko's giant silly land battleship, the BTR on the right firing its gun as the one on the left is destroyed by a stray bolt of logic.

M61 Vulcan

M61 Vulcan cannons in Block 1B Phalanx installations can be seen mounted on the USS Barack Obama during the mission "Odysseus".

Phalanx Block 1B with improved barrels and FLIR - 20x102mm
Section looks up at two of the USS Barack Obama's Block 1B Phalanx guns firing on attacking PMC forces during the mission "Odysseus"; note the FLIR pod on the side of the radome.

Denel MG4

A variant of the Browning M1919, the Denel MG4, can be seen in coaxial mounts alongside the Denel GT-2 90mm guns of Savimbi's Eland armoured cars in the first mission.

Browning M1919A4 - 7.62x51mm NATO. The vehicles in the game use a version built by Denel
Mason takes a little time out from the hectic battle to admire one of Jonas Savimbi's Eland armoured cars, armed with a 90mm Denel GT-2 cannon. The muzzle of the MG4 coaxial machine gun is visible to the right of the main gun.

Metal Storm Redback RWS

The fictional "Assault Sentry Drone" ("Autonomous Ground Robot" in multiplayer) tracked UCVs mount a Metal Storm Redback RWS four-barrel repeating grenade launcher in a module on their right-hand side. This is incorrectly depicted as an ordinary machine gun.

Metal Storm Redback RWS - 40mm
Section looks over an Assault Sentry Drone (ASD) with a Redback RWS during the mission "Karma"; these white-painted ASDs are part of the security force of "Colossus," a floating city in the Cayman Islands.
During the Strike Force missions it is possible to control an ASD directly, which provides a good view of the little robot's armament.

NSV-T Heavy Machine Gun

Low-detail NSV-T heavy machine guns can be seen mounted on abandoned T-72 tanks in the multiplayer map "Standoff".

NSV-T heavy machine gun mounted on a Ukrainian T-84 - 12.7x107mm
The player character in multiplayer looks over the ridiculously misproportioned NSV-T of a parked T-72.

RPD Light Machine Gun (mounted)

Mounted RPDs are a frequent sight in the 1980s levels.

RPD Light Machine Gun - 7.62x39mm
Woods locates a mounted RPD in "Suffer With Me," wondering what manner of incredible glue technology has been used to achieve this.
Per FPS rules, mounting an RPD somehow removes its need for either reloading or ammunition.

Type 1130 CIWS

The multiplayer map "Carrier" is set on the deck of Chinese supercarrier, which appears to be based on the Liaoning (CV-16 of the People's Liberation Army Navy (this is not a typo) Surface Force), formerly the Admiral Kuznetsov-class carrier Varyag. Multiple Type 1130 30mm 11-barrel CIWS installations can be seen on the deck as opposed to the three installations around the perimeter that the real ship has; these are equipped with their radar, but for some reason do not have the sensor pod which should be mounted on the right of the installation. Most likely it is because in all photographs of Liaoning available at the time, the pod was covered with a tarp, and the designers did not realise it was concealing part of the installation.

Type 1130 11-barrel CIWS installation on Chinese carrier Liaoning - 30mm. Note the green tarp covering the sensor pod next to the fire control radar.
The player character in multiplayer looks over one of the Chinese carrier's Type 1130 CIWS installations as he wonders how the carrier deck came to be colonised by a group of small, completely useless huts.

Yakushev-Borzov Yak-B

Soviet Hind helicopters are armed with a chin-mounted Yakushev-Borzov Yak-B four-barrel gatling. As in Modern Warfare 3, it is necessary to get very close to a Hind to see the four openings in the rectangular gun, but they are present.

Yakushev-Borzov Yak-B - 12.7x108mm
Savimbi, clearly not able to contain all his awesomeness in the first part of "Pyrrhic Victory," rides to the rescue at the end of the second in a hybrid Hind.

Tactical High Energy Laser

A futuristic version of the Tactical High Energy Laser appears as the "Laser Turret". It is mounted on a conventional looking SAM trailer.

Other

Crossbows

Two crossbow weapons can be acquired in singleplayer by completing 5 challenges in the mission "Karma," one of them also appearing in multiplayer. Both fire explosive bolts: one is the manually loaded weapon from the first Black Ops, while the second is a reverse-draw crossbow which resembles a Barnett BC Raptor. This version is somehow fed from a small magazine, which doubles as the handguard, and in multiplayer has the even more unfathomable ability to fire three bolts at once with the correct attachment. This crossbow (unmodified) is the 19th weapon tier in Gun Game.

Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO
The Black Ops crossbow, now called the "Manual Crossbow". At full size, it has what looks like part of an AR carry handle at the rear: this is actually the remains of the belt feed opening from the M60 model.
The new repeating crossbow.
Mason holds the new crossbow as he contemplates a nearby wall. At full size it is easy to distinguish the rear section has an ACR mag release and, as in MW3, has the fire selector markings of a civilian semi-only variant.

Raytheon Silent Guardian ADS

A futuristic man-portable version of Raytheon's now-cancelled Silent Guardian Active Denial System, called the "Guardian ADS," can be chosen as a Scorestreak reward in multiplayer. It projects a microwave field which incapacitates and eventually kills any enemies who enter.

Raytheon Silent Guardian Active Denial System
The player character in multiplayer looks over his Silent Guardian, glad technology has progressed to the point he does not have to haul a 10,000 pound transmitter and generator assembly around with it.

SDU-5/E Marker Distress Light

While not actually a weapon at all, this portable IR strobe is used as a grenade in "Suffer With Me," allowing fire to be called down from an orbiting AC-130 gunship. The version in the game is a retextured version of Black Ops' "Tactical Insertion" device, swapping the incorrect olive drab colour scheme (which was the colour of the SDU-5/E's FG1C flash guard case, not the device itself) for a still-incorrect black.

SDU-5/E Marker Distress Light
SDU-5/E Marker Distress Light in FG1C flash guard case
As Woods encounters the SDU-5/E, Mason decides to be extremely rude to it. Note that it has the raised base of the flash guard case, but still has the switch and battery cover on the base of the device itself visible.

"Titus 6"

A fictional weapon which resists conventional classification, the Titus-6 is a combination weapon combining a three-round burst explosive flechette launcher and a two-round burst shotgun. Visually the upper barrel and stock appear to be loosely based on a Steyr AUG A3, with an underbarrel shotgun very slightly resembling an M26 MASS with the magazine slanted backwards.

Steyr AUG A3 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm
Section holds a "Titus-6" as he looks over a grounded drone helicopter. The scope is unfolded, indicating the weapon is in flechette mode.
Reloading the Titus-6's flechette barrel. The tiny drum holds just three rounds and the weapon fires a three-round burst, meaning it must be reloaded every time it is fired. This is a slight clue that this is not a practical weapon system.
Switching to the shotgun barrel changes the weapon's displayed name to "Titus-6 Buckshot," folds down the reflex optic for no apparent reason, and prevents the use of the aim button.
Reoading the Titus' lower barrel.
Section looks at a Titus-6 on the ground; note the AUG-like upper body and stock.

Unusable Weapons

This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.

AK Variants

Many AK variants such as the AKMS and the AK-74 are seen during the introduction to "Old Wounds". Some AKs with milled receiver are also seen (one with a fixed stock and the others with underfolding ones), though it is unclear if they are AK-47/AKS-47 or early versions of the Type 56/Type 56-1.

AKMS - 7.62x39mm
AK-74 - 5.45x39mm

Beretta 92SB

Soldiers can sometimes be seen with holstered Beretta 92SB handguns in the future levels, particularly Salazar who has two. This is odd, since the weapon is not available in gameplay and nobody ever uses one; when Salazar draws his pistol, it is an FN Five-seveN. Most likely a placeholder that was never replaced, seeing as the Five-seveN and the "KAP-40" have replaced the M9 as the standard service pistol of the American military.

Beretta Model 92SB - 9x19mm
Throughout the campaign, Salazar has two Berettas, one in his chest rig and another in his hip holster.
With everything going wrong, Section takes a closer look at Salazar's chest rig aboard the USS Barack Obama as he provides the understatement of the century.

Bruni Olympic 6

During the introduction to "Old Wounds" as Salazar is explaining Menendez's rise to power, a live-action sequence shows an actor playing a young Menendez drawing a Bruni Olympic 6 blank-fire revolver from his waistband and "shooting" a rival in both legs with it.

Bruni Olympic 6 with wooden grips - .22 blanks
Young Menendez reaches for his Bruni Olympic 6...
...and shoots the man responsible for smuggling cable spools and shipping containers into every FPS ever.

Colt Sporter Competition

During the cutscene halfway through "Pyrrhic Victory" as Woods recalls his escape from the "Hanoi Hilton", the guard he ambushes is shown armed with the "M16A4" model (actually a Colt Sporter Competition) from Call of Duty 4: Modern Warfare, decades before the M16A4 would actually have existed.

Colt Sporter Competition with magazine removed - 5.56x45mm NATO
Woods prepares to ambush one of his jailers; note the square profile of the Call of Duty 4 in-world M16A4's flash hider.
As Woods uses the advanced tactic of shouting in his opponent's ear, the taped magazine and extremely angular handguard are visible.

Enfield L85A2

During the introduction to "Old Wounds", a series of stock footage screens show guns supposedly smuggled to Afghanistan by the Menendez cartel, most bizarrely two rows of L85A2 rifles with L3A1 bayonets fitted.

SA80 with rifle bayonet - 5.56x45mm NATO
Section and Salazar discuss Menendez's bizarre decision to smuggle British Army rifles to Afghanistan.

Generic Revolver

Low-detail revolvers somewhat resembling the Smith & Wesson Model 10 are seen on character models for cartel thugs in "Time and Fate" and baseball bat wielding Dignity Battalion members in "Suffer With Me." The models appear to be taken from a much older game, and lack any real identifying features, or even triggers. Like almost all sidearms and grenades on character models, these enemies will never attempt to use their revolvers.

Smith & Wesson Model M&P Revolver with 5" Barrel - .38 Special
Mason looks down at a drug cartel thug (not to be confused for a thug cartel drug) and admires his low-detail revolver.
Following a failed attempt by Dignity Battalion to give Woods a suspiciously undignified death-by-baseball-bat, he takes a moment to look over their sidearms, figuring they must have mistaken him for whoever sold them revolvers with no triggers.

G&G GR4 G26 (Airsoft gun)

An M4A1-style G&G GR4 G26 Airsoft gun can be seen in promotional images, but no similar weapon appears in the game itself.

Airsoft G&G GR4 G26 - (fake) 5.56x45mm
A soldier holds the GR4 G26 in a piece of promotional artwork. Note the bulged top of the stock and shape of the magazine.

Heckler & Koch USP45

Similarly to the Beretta 92SB, the Heckler & Koch USP45 is not a usable weapon, only seen holstered on the character models of mercenary enemies in the future levels.

Heckler & Koch USP45 - .45 ACP
Section finds himself unduly fascinated by a dead mercenary's holstered USP45.

M8 Flare Pistol

A PDF soldier at the start of "Suffer With Me" fires an M8 flare pistol as Woods and Mason attempt to pass his checkpoint. The pistol is only seen at long range, as it vanishes when the soldier is killed.

M8 Flare Pistol - 37mm
The in-game M8 Flare Pistol model.
Following Woods and Mason completely failing at anything resembling stealth, the PDF soldier raises his flaregun. At full size, the distinctive twin hooked projections of the M8, the mount latch and breech lock, are clearly visible.

M79 grenade launcher

An M79 grenade launcher is briefly seen during the introduction to "Old Wounds".

M79 grenade launcher - 40x46mm

Paintball Guns

A store display of paintball guns can be seen in the map "Rush" from the Vengeance DLC. The models shown are the Tippmann 98 Custom, the Tippmann X7 X36 and probably a variant of the Dye Matrix. The map also has multiple images of a figure with what appears to be a fictional paintball TAR-21.

Tippmann 98 Custom Paintball Marker - .62 caliber
A Tippmann X7 G36 paintball gun.
The Tippmann X7 X36 guns are on the right, while the Dye Matrix-looking variants are at the bottom left.

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