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Call of Duty: Modern Warfare (2019)

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Call of Duty: Modern Warfare
Official Box Art
Release Date: October 25, 2019
Developer: Infinity Ward
Publisher: Activision
Series: Call of Duty
Platforms: PC
PlayStation 4
Xbox One
Genre: First-Person Shooter

Call of Duty: Modern Warfare (also known as Modern Warfare (2019), MW2019 or MW19) is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the Call of Duty series. Modern Warfare is a soft reboot of the original Modern Warfare trilogy (Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare 3), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by Barry Sloane rather than Billy Murray), and similar classic Call of Duty gameplay, while telling a completely new story.

Call of Duty: Warzone is a semi-standalone battle royale game mode of Modern Warfare released in March 10, 2020; Warzone is free-to-play and can be downloaded and played without purchasing Modern Warfare. Warzone is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of Modern Warfare. Warzone servers were shut down in September 21, 2023, in favor of Warzone 2.0 (now being branded as Warzone, replacing the name of the original game).

With the releases of Call of Duty: Black Ops Cold War and Call of Duty: Vanguard, Warzone was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in Warzone is linked to all three games. As Warzone features all weapons that appear in Modern Warfare, Cold War, and Vanguard (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from Cold War and Vanguard maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.

The following weapons appear in the video game Call of Duty: Modern Warfare:


Modern Warfare features the Gunsmith, a more extensive system of weapon customization than earlier Call of Duty games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to.

There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, and though the use of the Gunsmith Customs system, the player can mix and match part models or skins from other blueprints to modified base models - unique blueprints can be modified and saved at the player's discretion.

Modern Warfare features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous Call of Duty: Infinite Warfare also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in Far Cry 3, 4, and 5).

Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.

For what are apparently legal reasons, many weapons and equipment featured in Modern Warfare and later games have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the Heckler & Koch MP7A2 in-game is another good example of this as it also sports a differently shaped receiver and other components.

Additional trivia on weapons in Modern Warfare:

  • In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.
  • There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.
  • Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.
  • All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.
  • Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.
  • Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.
  • Ejected casings realistically have charred markings near their necks.
  • On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.
  • All bullet-firing weapons use modeled ballistic projectiles instead of hitscan in previous games (complete with bullet drop ala later Battlefield series), rather than limited to certain occasions such as the Barrett M82A1 or the RSASS in the original Modern Warfare series, or being restricted to longer ranges while using hitscan in shorter ranges, as in Black Ops 4.


Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous Call of Duty games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.


The ".357" is a hybrid between the Colt Anaconda and the Smith & Wesson Model 581. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a Colt Python, and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.

The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.

By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.

The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.

On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.

Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum
Smith & Wesson Model 581 - .357 Magnum
Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum
Golem with the .357 on the Khandor Hideout Multiplayer level.
Aiming the revolver.
About to fire; note the hammer in full cock.
Opening up the cylinder to reload - the cartridges are already beginning to slide out.
Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.
Sliding in a fresh speedloader of ammo.
Inspecting the left side.
Inspecting the right side.
The revolver can be fitted with a fixed buttstock (plastic or wood), a telescopic sight and a long barrel.
The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.
The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.
But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.
The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.
Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.
Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.
Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in Call of Duty: Ghosts, the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.

"XRK .357"

The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the Smith & Wesson Model 327 R8. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.

Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum
The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".
The player holds an XRK .357. It is equipped by standard with a green laser and a reflex sight that can be removed at any time.
The revolver also has a gold-plated trigger and hammer.

Beretta M9A3

The Beretta M9A3 was added in Season 3 as the "Renetti". It is depicted with front slide serrations (similarly to other variants like the Beretta 92G Elite), the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the Beretta 92 series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.

The "Renetti" can be turned into a pseudo-Beretta 93R: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.

The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.

Beretta M9A3 - 9x19mm Parabellum
Beretta 92 - 9x19mm Parabellum
Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.
The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.
Aiming the Beretta.
Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)
Empty-reloading the pistol.
Inspecting the right side.
Maneuvering to release the slide.
Attacking the gas tank cover of a sedan with the M9A3.
Holding a shoulder-stocked Beretta in a traditional fashion.
Ghost inspecting his custom M9A3 fitted with an aftermarket barrel and slide, Surefire X400, extended magazines and a suppressor.
The hammer hitting the firing pin when shooting the customized M9A3.
Beretta 93R - 9x19mm Parabellum, for comparison.
Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire within each burst.

"Guard One"

The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the Resident Evil series, specifically Albert Wesker's two-tone Samurai Edge.

Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the Resident Evil video game series.
Beretta 92FS with attached SGS compensator - 9x19mm
The "Guard One" blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.
Doing a tactical reload with the "Guard One", which shows that the extended magazines that come with the blueprint are also stainless steel (and the bullet clipping through the follower is as well).

Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It is also depicted with a stylized integral underbarrel rail. It was explicitly said to be the .50 AE version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds.

The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.

The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.

The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.

Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE
The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.
Aiming down the Desert Eagle's iron sights.
Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "FORGE TAC Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.
Upon empty, the player character dramatically dumps out the magazine.
Releasing the slide after mashing in a new mag.
In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.
Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on the customized Desert Eagles used in The Boondock Saints II: All Saints Day.
D-Day inspects his two Desert Eagles fitted with compensators and extended magazines. Note the integral underbarrel rail which in comparison to the real thing is fictionalized by simply having a Mark XIX top rail built into the bottom.
A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why it looks so familiar.

Glock 21

The Gen 3 Glock 21 appears in-game as the "X16". It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces, which should be using the MP-443 Grach instead.

It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.

One of the customization options is the ability to equip the gun with a Glock 41-style slide (the latter existing in Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.

Glock 21 (3rd Generation) - .45 ACP
The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from Titanfall, a game made by former Infinity Ward members (some of whom returned to IW to work on Modern Warfare). Equipping the shoulder stock brings the pistol back into a more usual idle pose.
Aiming down the three-dot style sights...
...which are revealed to be functional night sights. Most of the handgun barrels have this feature in the game.
Performing a mag swap with the pistol.
Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release (which is not actually engaged) instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.
An american PJ operator inspects his customized Glock 21 as he resists the urge to find out if the slide is made out of chocolate or not.
The slide of the custom Glock being pulled when reloading it from empty. Note the "Technician" gloves which are clearly a parody of Mechanix.
The acquiring animation of the G21 - the user performs a brass check.
A stocked Glock held in a more typical style.
The "War Beast" arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers. The same machine can be see in the Rec building on Al-Raab Airbase.
Glock 41 - .45 ACP
Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.

Glock 18C

The "Singuard Arms Featherweight" barrel attachment turns the weapon into a Glock 18C, indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.

Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.
Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.
Gaz inspects his two G18s to figure out why they are not shooting full-auto. He then realizes that the selector is there just for cosmetic purposes.
He then reloads his left one. Notice how the characters are actually using their index finger to drop magazines and release the slide when reloading left handed, unlike in previous Call of Duty titles, that mirrored the animations whether the guns had ambi controls or not.

"The Howler"

"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a Springfield Armory XDM (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a Smith & Wesson M&P.

Springfield Armory XD-M 5.25 - .45 ACP
Smith & Wesson M&P45 with 4.5" barrel - .45 ACP
A preview of the "Impossible Task".
The "Impossible Task" in the player's hands. Note the round trigger guard and slide serrations like the M&P.

"Urban Defiler"

The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an Arsenal Firearms Strike One, along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.

Arsenal Firearms Strike One - 9x19mm Parabellum
A preview of the "Urban Defiler" without its included attachments.
The weapon in-game, in the bowels of a cargo ship.
Aiming the pistol.
Wrapping up a tactical reload, with the used magazine in hand. This blueprint correctly uses metal magazines instead of the polymer Glock ones, but using any larger mag option reverts them back to the original model with extended baseplates
Chambering a round on the empty reload.
Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.

Kimber Custom TLE/RL II

The Kimber Custom TLE/RL II is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws and it has a standard barrel bushing instead of a full length guide rod. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part. Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.

The "Riptide" blueprint added in Season 1 is fitted with a Kimber Warrior's grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.

Kimber Custom TLE/RL II - .45 ACP
Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.
Sighting in the target with the .45.
Changing out seven-round magazines.
The game depicts the slide stop on the 1911 engaging the slide on empty reloads.
Thumbing the slide release on empty. The Kimber 1911 is the only automatic pistol in Modern Warfare where the standard animations have the player characters interact with the slide release instead of power stroking the slide on empty.
Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.
Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.
Press-checking a customized Kimber 1911.
Equipping a pair of 1911s, which shows some clipping of the reflex sights.
Captain Price reloads a "Riptide" 1911 with the Kimber Warrior grips. Also note the rubberbands holding the grip safety depressed.

STI 2011

Some blueprint modifications take the form of an STI 2011, most closely resembling the STI Tactical 5.0, but with the depiction of an STI Costa Carry Comp style rectangular cutout on the left side of the slide. Those blueprints are the "Javelina", "Corax", "Bite Strength" and "Blue Dwarf"; the "Obsidian Carat" also has an STI frame, but requires the "1911 Stalker" attachment in order to match the slide as well. The "Corax" also has the skeletonized trigger of modern SIG-Sauer 1911 variants (such as the 1911 TACOPS), albeit with a small hole added in it.

STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP
The "Blue Dwarf" STI-style 1911.
Holding a customized "Corax" at the ready.
Inspecting the left side.
Swapping magazines. Despite resembling an STI with a double-stack frame, the variant retains the single-stack one of the base Kimber.

Makarov PM

The Makarov PM was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.

The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. The fact that 9mm Makarov is mentioned by name numerous times in the game and the fact that the markings on the gun say it's made by the Verdansk Weapons Factory, it might imply that in-universe the Sykov is a distinct variant of the actual Makarov PM, but made in Kastovia, much like Modern Warfare II's AK variants.

Makarov PM - 9x18mm Makarov
The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.
Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.
Wielding the "Sykov" inside the Scrapyard offices.
Aiming at the lockers.
Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.
Ditto, now from empty.
Pulling the slide while still grasping the spent magazine.
If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.
Stainless Baikal IJ-70-17AS - .380 ACP
The player holds a custom Sykov.
The "SSB 105mm" barrel gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance. SSB standing for "Sykov's Svet Bochka" and translates as "Sykov's Light Barrel", which is a lexical error, since in Russian the "Barrel" of a firearm ("Stvol") and the "Barrel" as a hollow cylindrical container ("Bochka") are two different words. Despite this, the markings on the gun state that it's made in Ukraine.

Makarov PB

The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed Makarov PB assembly.

Makarov PB with secondary suppressor - 9x18mm Makarov
The PB in first-person.
Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.
While inspecting the PM, the player checks the pistol's magazine, showing the enlarged magazine and other aftermarket modifications.

Stechkin APS

The "Sorokin 140mm Auto" barrel assembly gives the weapon a Stechkin APS-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" (Skeleton) and "PP-Karabin" (Carbine). As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin".

Stechkin APS - 9x18mm Makarov
The player holds a frankengun.
When sprinting or swapping the pistol, the player character will flick safety on.
Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.
Despite the fact that the slide is almost exactly the same as the original APS, the rear sight is still from the PM.
Makarov PM with 84-round drum magazine - 9x18mm Makarov
The pistol (although in this case an APS) with the drum magazine.

SIG-Sauer P320 RX

The SIG-Sauer P320 RX, identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.

Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission and by Captain Price in some missions. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission (despite the fact that Laswell specifically instructed Price to use "host nation weapons only", which none of Nikolai's acquisitions are). The specific gun available to the player in "Old Comrades" is equipped with the Holosun-based red dot sight that is only available to primary weapons in multiplayer. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.

All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually the Kimber TLE/RL II seen above in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).

SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm
SIG-Sauer P320 RX Full Size - 9x19mm
The "M19" in game.
Aiming the handgun.
Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX. Note the first generation trigger. It can be swapped to the more recent model via some blueprint variants that change the look of the "Lightweight trigger" attachment.
Powerstroking the slide from empty.
Drawing a P320 - as with the other pistols, the operator checks the chamber.
Kyle Garrick reloads his black P320 during a shootout with terrorists in London.
The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.
Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.
As Alex reloads his P320RX from empty, one can observe that the slide stop is not actually engaged and that the empty magazine still has bullets inside.

Submachine Guns

Brügger & Thomet APC9 K PRO G

The Brügger & Thomet APC9 K PRO G was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the Brügger & Thomet GHM9. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.

It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.

Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum
Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum
The vanilla APC9 K PRO G in Gunsmith.
Spawning in with the B&T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.
Captain Price with his APC9 in the Suldal Harbor map.
Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.
Working the B&T's fire selector.
Performing a non-empty reload.
About to dump out an empty mag.
Inserting a new one, and Price uses his trigger finger to release the bolt.
Tapping a wall with the APC9.
A customized APC9 with an APC9-P like barrel length via the "FSS Revolution" attachment.
The player holds an APC9 with "FSS Revolution" attachment.
Inspecting the APC9 with "FSS Revolution" attachment.
Brügger & Thomet APC9 PRO G - 9x19mm Parabellum
"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.
Brügger & Thomet APC9 SD - 9x19mm Parabellum
The "FSS Nightshade" APC9.
The player holds the APC9 with "FSS Nightshade" attachment.
Inspecting the left side.
Inspecting the right side.

CZ Scorpion Evo 3 A1

The CZ Scorpion Evo 3 A1 was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.

CZ Scorpion Evo 3 A1 - 9x19mm
The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.
The left side of the gun.
ScorpionEvoMW19 idle.jpg
Aiming down the sights.
Performing a weapon inspect involves the player character checking the magazine.
Note the "FORGE-TAC" logo.
Then checking the right hand side of the gun. Note the burst fire marking above the fire selector, only accessible through the "12-R Hollowpoint" magazine option.
Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.
Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.
CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm
The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.
The player holds the CX-9 with the "CX-38E" barrel assembly.
Inspecting the left side.
Inspecting the right side.
CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm
Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.
CZ Scorpion Evo 3 S2 Micro with SBTEVO folding brace - 9x19mm
A Scorpion K-style build with the "CX-23" short barrel (which has a built-in handstop configuration) and "CX-FA" stock.
The "CX-23S" barrel has a short integral suppressor. Here, the weapon is also equipped with the collapsed "CX-FR" stock and 12-round Hollow Point mags.


The FN P90 TR is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.

Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.

FN P90 TR (Triple Rail) with optics removed - 5.7x28mm
The P90 TR in-game.
Aiming down the rail mounted irons.
Inspecting the left side.
Inspecting the right side.

FN P90

The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original FN P90. As with the AUG's unique integrated scope, the reticle cannot be changed.

FN P90 - 5.7x28mm
The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like Modern Warfare Remastered, the translucent magazine is fully animated.
View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.
Working the P90's action.
Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".
"The Neutralizer" P90 which shows off the Magpul PDR-C-esque thumbhole grip and trigger guard, the custom stock and the custom increased trigger all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the M-LOK handguards made by Dan Haga Designs for the PS90.
The player holds an "Stygian" P90.
"Stygian" P90 appears with the same fictional model but a different all-black color scheme. The gun has the waffle magazine, and the upper receiver resembles a stylized EFFEN 90.
Inspecting the right side.

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).

All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the PTR 9KT, an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.

The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.

The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an SP89, and changes the HUD name to "MP5K". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.

Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.

Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm
Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm
Patrolling the Rammaza market with the MP5A3.
Aiming the SMG.
Actuating the MP5's fire selector.
Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed, however no rounds seem to be extracted from the chamber during this process. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.
Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.
Knocking the bolt back into battery with the old magazine still in hand.
Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.
Followed by the obligatory HK-slap to close the bolt.
Smacking the ground with the MP5's collapsible stock.
An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.
PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.
Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.
Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm
Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the Gulag Showers.
Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.
"Heat Cycle" MP5 appears with the custom straight magazine, SEF trigger guard, gun belt and light khaki upper receiver.

Heckler & Koch MP5A2

The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an MP5A2. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.

Heckler & Koch MP5A2 with Navy trigger group - 9x19mm
An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.
The modified MP5A2 in the player's hands. The front sight removes when any sight is mounted, but in real life it requires the replacement of the entire front sight tower.
In this screenshot, the MP5 is equipped with a FSS Light forearm and ranger foregrip.
Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.
The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.

Heckler & Koch MP5SD3

The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an MP5SD3.

Heckler & Koch MP5SD3 - 9x19mm Parabellum
An MP5SD3 made from the "Point Blank" blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the "FSS Light" and the shorter "Monolithic" integrally suppressed barrel.

Heckler & Koch MP5SD2

Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an MP5SD2.

Heckler & Koch MP5SD2 - 9x19mm Parabellum
A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.

Heckler & Koch MP5/10

The MP5 can be converted to fire 10mm Auto ammunition, turning it into an MP5/10, minus the bolt hold open assembly.

Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto
Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto
The H&K MP5/10 equipped with a red dot sight and collapsible stock.
The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.

Heckler & Koch MP7A2

A black Heckler & Koch MP7A2 appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.

Heckler & Koch MP7A2 - 4.6x30mm
Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.
A vanilla MP7A2 in the Gulag showers.
Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.
Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.
Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.
Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.
The MP7's stock attack.
The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.
Player inspects the MP7 customized with the extended barrel, the suppressor, the AR-15 stock adapter and the fictional 60-round magazine.
The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.
A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.
The iron sights are a bit simpler than the regular variants.
About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".
Equipping the "Piercer" MP7.


The full-sized IMI Uzi is featured in the game, and has an accurately slow rate of fire compared to its depictions in the Black Ops series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the Micro Uzi.

Unlike previous games, the Uzi in Modern Warfare is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.

The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual Uzi Carbine. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.

The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".

IMI Uzi with buttstock extended - 9x19mm Parabellum
IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum
An operator wields the Uzi in-game and admires the patriotic garage doors.
Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.
Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reload. Note that the weapon has "A-F-S" selector markings, a characteristic of civilian Uzis converted to full-auto.
Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.
Giving the brick wall a what-for with the Uzi's collapsible stock.
Drawing an Uzi; the player character slaps the stock to unlock it...
...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.
IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum
Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.
The player holds the Uzi with an attached wood stock.
Inspecting the right side.
Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum
The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.


The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the Uzi Pro Pistol (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.

The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".

IWI Uzi Pro Pistol with stabilizing brace - 9x19mm Parabellum
IMI Uzi with buttstock extended - 9x19mm Parabellum
The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.
The "Blowback" in first-person.
Examining its various fictionalized details.
A look at the other side, which shows that the rounds it uses are apparently steel-cased (or possibly nickel-plated).

KRISS Vector

A KRISS Vector chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has many visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. The pistol grip lacks ribs at the rear like the Gen I model, but has Gen II-esque ribs at the front, as well as having a grip wrap of similar height. Furthermore, the weapon lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, massively shrinking down the Super-V recoil dampening system of the real world Vector to the point where it's questionable whether it'd even fit; this could go some way to explaining why the in-game SMG has rather significant muzzle climb.

The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).

There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.

The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol.

TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP
KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum
Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.
The "Fennec" in the Gunsmith preview screen, showing off its strange visual alterations.
The straight-line design of the stock is vaguely reminiscent of the prototype versions of the Vector, though most of the design features seem to come from the production models instead.
The Vector SMG in-game.
Sighting in the Vector.
Working the side fire selector.
Withdrawing the Vector's magazine.
Reloading a new one.
Pulling the charging handle...
...or smacking the bolt release, Sleight of Hand style.
Thumping a pillar with the Vector.
KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum
A Vector SDP build in Gunsmith.
KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum
The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in Call of Duty: Ghosts.
A silly looking Vector with the "Apex" and "Sabre" parts, along with an AW-F-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).
The player holds a Vector CRB with a ZLR 18" Deadfall.
Inspecting the left side.
Inspecting the right side.
The Vector CRB with a ZLR 16" Apex.


The LWRC SMG-45 was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.

LWRC SMG-45 with stabilizing brace - .45 ACP
The "Striker 45" on Rust.
Aiming the LWRC.
Working the selector lever.
Wyatt performs a non-empty reload.
Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.
Sending the bolt home. The charging handle is only used in the draw animation.
Thumping a shipping container with the arm brace.

Heckler & Koch UMP45

The "Undertaker" variant of the SMG-45 resembles the Heckler & Koch UMP45, noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for Heckler & Koch USC lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.

The UMP45 resemblance also applies to the later-added "Garrote", "Dream Dasher", "Evil Manifest", "Halcyon Days", and "Bat Out Of Hell" blueprints.

Heckler & Koch UMP45 with RIS rail - .45 ACP
The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.
Right side of the UMP in Gunsmith.
Drawing the UMP45 with a chamber check.
Pointing the UMP at some scaffolding.
Aiming through the raised sights.
Reloading the UMP. This is a pre-patch screenshot; the charging handle now (correctly) stays forward in first person.
Heckler & Koch USC - .45 ACP
A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.
Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.
The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.

PP-19 Bizon-2

The PP-19 Bizon-2 is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
PP-19 Bizon-1 - 9x18mm Makarov
Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.
Looking down the Bizon's iron sights.
Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.
Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.
Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.
Rechambering the Bizon underhand style.
The operator attempts to break his SMG across a column.
The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.
PP-19 Bizon-2-01 with top-folding stock - 9x19mm
A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.
Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.

Steyr AUG A3 9mm XS

The Steyr AUG A3 9mm XS appears simply as the "AUG". Like several of Modern Warfare's weapons, its model has some stylized features - in particular, the design of the foregrip is noticeably different, the upper rail has additional vent holes (vaguely reminiscent of those on the Thales F90, albeit significantly shorter to fit the XS's rail profile), the trigger guard is significantly larger (with the front being more or less parallel with the pistol grip, rather than being at a shallower angle as on the real weapon), and the stock features some non-standard molding details. One of the multiple customization options is the "622mm long barrel", which gives it an AUG HBAR style barrel.

Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum
Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an IWI X95, although the original low profile butt can be equipped instead.
The AUG A3 9mm XS in-game.
ADS view.
Locking the bolt back on an empty reload.
Pushing in a new mag; note how the thinner segment of the actual AUG 9mm XS's magazine well adaptor has been turned into a hollowed-out triangle on the in-game version.
Palming the charging handle forward.
Whacking the stock against some rocks; this gives a good view of the seemingly-random set of 3 diagonal lines molded into the polymer.
Thumbing the bolt release with Sleight of Hand.
Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.
The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.

Steyr AUG A3

The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an AUG A3 assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.

One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.

The "Gremlin" blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The "Death Roll" blueprint also has the same features (it mounts an A3 SF-style scope by default).

Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO
Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.
Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO
An AUG A3 SF-style build in-game.
Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.
Reloading a 5.56 semi-waffled magazine.
Clacking some rocks with the AUG's stock.
The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.
The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.
Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.
Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO
The "Death Roll" AUG with the A3 M1 style components and a Magpul AFG2.
Aiming down the iron sights mounted on the rail.



The AA-12 was added during Season 6, under the name "JAK-12". It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.

AA-12 CQB - 12 gauge
An unmodified "JAK-12" in Gunsmith.
Similar to the Call of Duty Online model, the cutlass-type bottom fingerguard is absent.
Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.
The AA-12 CQB inside the TV Station's server room.
Using the iron sights.
Partial reloads are performed in a manner similar to the RO933 carbine.
Locking the bolt back on empty.
Sliding in a fresh 8-round stick magazine.
Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.
The shotgun's right side.
AA-12 - 12 gauge
Inspecting an AA-12 with the "ZLR J-3600 Torrent" barrel, thermal sight, and a 20-round drum magazine. The AA-12 also has the option to use 32-round drums.
Reloading with the drum magazines are performed in a somewhat unorthodox pose.
Wrapping up the empty reload.
With Sleight of Hand, the weapon is held in a more familiar manner. Here it is fitted with the "ZLR J-2800 Influx" barrel.
A quick rack of the charging handle and the next 20 rounds are good to go.

Browning Citori 725

A visually altered Browning Citori 725 over and under shotgun appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.

A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.

Browning Citori 725 Pro Sporting - 12 gauge
Browning Citori 725 Pro Trap - 12 gauge
The Browning Citori 725 in-game.
Aiming the shotgun.
Reloading the top barrel after firing a single shot.
Ejecting both shells, which appear to have been melded together.
The melee animation of the 725.
The unique "Judgement" blueprint features an ultra-lightweight "Forge-Tac" shroud on the barrels.
A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.
A sawed-off shotgun in the hands of the player on the Hackney Yard map.

Fostech Origin-12

The Fostech Origin-12 is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.

Fostech Origin-12 with 9.75" barrel - 12 gauge
The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.
Aiming down the tacticool iron sights.
Somehow the operator manages to wield both magazines during a reload.
The shotgun is tilted over to show the bolt being released from empty, much like in Rainbow Six: Siege.
And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.
Fostech Origin-12 with 18.5" barrel - 12 gauge
Right side of the Origin-12 with the 18.5" barrel.
Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.

Fostech Origin-12 SBV

The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.

Fostech Origin-12 SBV - 12 gauge
A good look at the "FORGE TAC Dart" arm brace.
Reloading a drum magazine into an Origin-12 SBV.
Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.

Knight's Armament Masterkey

The Knight's Armament Masterkey is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.

Knight's Armament Masterkey - 12 gauge
A view of the "12-Gauge Deputy" mounted on an M16-lookalike.
The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.
"Aiming" the device.
Side view of the Masterkey attached to the "Fractured" blueprint of the FAMAS.

Hybrid Underbarrel Shotgun

The version available to the post-release Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94 uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the M26 MASS. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.

Knight's Armament Masterkey - 12 gauge
M26 MASS 12 gauge mounted on M4A1 carbine with C-More red dot sight 5.56x45mm
GP-25 - 40mm
The shotgun attached to the CTAR-21.
As seen from the right under a SG 551 lookalike.
The hybrid Masterkey as seen in-game on a modified Tavor.


A standalone M26 Modular Accessory Shotgun System was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.

An update in April 2020 added the ability to use Dragon's Breath ammunition.

Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge
Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm
Gunsmith view of the M26 MASS.
The M26 on the Bazaar level.
Aiming the device.
Working the action, which sends out a spent shell.
Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.
Throwing an empty mag out of the M26, the user first pulls the bolt back.
Chambering a round from empty.

Remington 870 MCS

The Remington 870 MCS appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since Call of Duty 3 to correctly depict this procedure.

A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).

A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.

Remington 870 MCS Entry - 12 gauge
The entry-length 870 MCS in-game.
Aiming the shotgun.
Pumping after firing a shot; the spent shell can be just barely seen to the right.
Reloading the Remington.
Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.
The MCS style stock inspects the photogrammetry-rendered earth.
A shorty 870 on the Shoot House level.
Coalition Operator "Domino" holds a shortened 870.
Wielding a wood-furnished Remington modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.
Sleight of Hand-reloading with a competition-like reload technique. With this weapon, as well as the MK2/Marlin 1895 (though with standard animations as well), has the player character insert ammunition continuously as if they had all the requisite ammo in their reloading hand, which begs the question of how the player characters are able to hold 8 12-gauge shells in one hand and are still be able to dexterously reload.
ADS of the different iron sights.
Remington Model 870 DM - 12 gauge
Hawk Type 97-2 - 12 gauge
An 870 DM made from the "Gulf Stalker" blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.
The box magazine 870 in-game.
Reloading a magazine loaded with Dragon's Breath shells.
Tossing out an empty mag; as with the M26 MASS, the action is opened initially.
Chambering a fresh round.

Standard Manufacturing DP-12

The Standard Manufacturing DP-12 is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous Call of Duty games.

Standard Manufacturing DP-12 (FDE) - 12 gauge
When initially acquired, the user gives the DP-12 a dramatic pump.
The DP-12 in idle.
Looking through the MBUS PRO Steel Sights.
Cycling the shotgun after letting out two buckshot blasts.
Reloading; shells are quickly loaded into the right and left tubes.
One of the shotgun's melee animations.
The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.
A fictionalized blueprint model in the hands of the player.

Rifles & Carbines


The AK-47 appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:

  • Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; the “23.0" RPK Barrel”, an RPK-style barrel and bipod (but combined with the original AK-47's gas tube); the “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the AKS-74U and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a PM md. 63 style foregrip.
  • Stock options consist of the "Field LMG Stock", a PKM-style stock; the "Skeleton Stock", an AKS-74 folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; the "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and the "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.
  • Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.

Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.

Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009; in reality, by this point the Russian military was using the AK-74/AK-74M, with any milled-receiver AK variants having long since been retired. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s.

AK-47 (Type III) - 7.62x39mm
The AK-47 on the Aniyah Palace level.
Aiming the Kalashnikov.
Working the AK's selector. This lifts the rifle up enough that the front of the stock can be seen, showing the conventional tang-type stock mount, which distinguishes the rifle as a Type III - while similar in most respects, the Type II features a large metal stock-mounting bracket instead.
Performing a tactical reload. Note the Bulgarian AK-74 style side mounting plate.
And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.
Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.
Inspecting the right side.
Rapping on a wall with the wood stock.
The modified milled AK with a Romanian foregrip handguard, RPK-style barrel and bipod and OKP-7 sight (aka "Monocle Reflex Sight") in the Hackney Yard map.
Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.
The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the Arsenal SAM7K.
Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian Diseños Casanave SC-2026C, except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.


While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an AK-74 (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.

An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "AK-12". It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.

Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".

During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining "AK-47".

AK-74 - 5.45x39mm
An actual AK-12, for comparison to the "AK-12" found in the singleplayer - 5.45x39mm
The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.
Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".
Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.
An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.
East German MPi-AKS-74N - 5.45x39mm
The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the "Gilded Arm" was later added in Season 6.


The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an AKM, though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is seen in the film Wolf Warrior 2), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German MPi-KMS-72 style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.

The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw".

AKM - 7.62x39mm
Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.
A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк , volk), corresponding to their wolf head logo.
The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.
MPi-KMS-72 - 7.62x39mm, for comparison.
Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.
The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.
The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.
An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).
The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.
The "Resonant" blueprint, which seems to be based on Call of Duty: Infinite Warfare’s "Volk" AK. The energy rounds zap and explode whole enemies in a manner similar to the Wunderwaffe DG-2 from previous games' Zombies modes.

Arsenal AR-M1

At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian Arsenal AR-M1.

Arsenal AR-M1 - 7.62x39mm
An AK with the 74-style barrel assembly lying on the floor.
Reloading another example with a drum magazine.


The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the AKS-74U. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima".

Compared to the full length "AK-12" rifles, the campaign carbines actually have the in-game 5.45mm chambering, even when using the Molot RPK drums.

AKS-74U - 5.45x39mm
Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.
The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.
Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in Modern Warfare, all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the Metro games).
An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.


The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the AKMSU.

AKMSU - 7.62x39mm
The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.
Custom-built gold-plated AK carbine used in the film Lord of War - 7.62x39mm
An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from Lord of War.
Reloading the AKMSU.


The AN-94 was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production AK-12/15 rifles. As with Call of Duty: Black Ops II, the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the third round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).

It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an RPK-74M extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.

AN-94 - 5.45x39mm
Gunsmith preview of the default AN-94.
Initially equipping the AN-94 (equipped with it's real-life muzzle device) with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.
The Nikonov in idle.
As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.
Using the fire mode selector.
A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).
Reloading with both mags sandwiched together, the old one is upside down.
Kicking out an old magazine, very Battlefield 3/4 style.
Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.
Melee-ing gives also gives a good view of the dynamic 5.45 magazine.
A member of the FSB with the rifle.
The barrel reciprocating while the rifle is shot.
Rocking in a new magazine during the rather awkward tactical reload.
Kicking out the old magazine during an empty reload. The dynamic magazine bullet tracking isn't present in 3rd person, though the omission is understandable.

AS Val

The AS Val was added in Season 6 as the "AS VAL" and according to the markings, it's made in Kastovia in-universe (the same place some AK variants are supposed to be made in) . Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.

The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.

AS Val - 9x39mm
An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.
The iron sights are repositioned onto the handguard akin to the SR-3M.
Spawning in with the AS Val - the character disengages the safety lever.
The Val in idle.
Aiming with the short radius sights.
Reloading tactical style.
Throwing out the spent magazine on an empty reload.
Working the action underhanded style.
Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.
The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...
...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.

VSS Vintorez

Equipping the "VLK Vintazh" stock turns the gun into a VSS Vintorez, while the "VLK Strelok" stock approximates that of the modernized VSSM; while not mandatory, the "Dragunov Scope" and the "SPP 10-R Mags" help further this setup's resemblance to the real deal.

VSS Vintorez with PSO-1 scope - 9x39mm
The VSS Vintorez in Gunsmith.
The rifle's other side, showing off the scope mount
VSSM - 9x39mm
A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.
Bale with the psudo-VSSM.
Other side.

SR-3 Vikhr

SR-3/SR-3M Vikhr-like configurations can be made from the "Stovl SOF" barrel and the "Stovl 6P30 Skelet" stock or default stock, respectively. The name in these two attachments is a misspelling of "Stvol", a fictional weapon manufacturer fully known as "Ствол Тактический" in-game, which translates to "barrel tactical"; "6P30" is the GRAU index designation of the AS Val.

SR-3 Vikhr - 9x39mm
SR-3M with 30-round magazine - 9x39mm
SR-3M with suppressor - 9x39mm
A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.
The player inspects the SR-3 build.


The ASh-12.7 prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.

It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.

ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm
ASh-12.7 prototype - 12.7x55mm
The ASh-12.7 on the Stack small map.
Aiming down the rather short-radius iron sights.
Tossing an empty mag aside on the empty reload.
Pulling the ASh-12's charging handle.
Stock attack of the weapon.
Operator Minotaur shows off his guns and the right side of the weapon.
Inspecting the left side.
Inspecting the right side.
"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.
A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.
Stylized Oden with a "Black Asp" skin. In fact, it differs from the previous one only in some light parts.
Player inspects the "Black Asp" Oden. Note the "сделано в россии" markings meaning "Made in Russia", which is not on the original gun.

Colt Model 933

The Colt Model 933 appears, inaccurately referred to as the longer-barreled M4A1. By default, it is equipped with a black Daniel Defense Mk18 RIS II handguard (although the bottom two screws are mounted from the back to front like the other four screws, whereas on the real handguard they are mounted from front to back), Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the Modern Warfare 2 M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan NSWC Crane SOPMOD Block II buttstock (not a B5 enhanced because it lacks QD sling cups), tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.

It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an LMT M203 grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.

The weapon's model features some of the best details in the entire Call of Duty series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with an animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. At launch, the Create-a-Class menu incorrectly described the weapon as a battle rifle; this has since been corrected.

The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for Call of Duty: Vanguard’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.

Colt Model 933 - 5.56x45mm NATO
Gunsmith preview of the Colt 933. The semi-auto marking is missing from the base weapon.
Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.
The RO933 in idle.
Aiming down the KAC sights.
Working the AR fire selector switch.
Reloading the PMAGs. The magazine catch is properly animated.
The bolt release paddle also sticks out on empty. For some reason, the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since Call of Duty 4. Note also the FORGE TAC markings all over the side of the gun.
Chambering the Colt Model 933 with a forceful smack.
Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.
One of the Marine Raiders in the opening mission searches a dark warehouse with his weapon light. The player is able to equip their weapons but the flashlight isn't usable, and said flashlights only show up in this mission.
Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has a barrel and muzzle brake reminiscent of this weapon.
The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.
A Coalition operator on roadblock duty loading his RO933 chambered in .458 SOCOM. Note the "Commando Foregrip", which resembles a Magpul Angled Foregrip.
ADS of the different sights.

Mk 18 Mod 0

The “FSS 11.5" Commando” barrel attachment turns the weapon into a Mk 18 Mod 0, albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.

Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO
Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in Call of Duty 4.
Holding a carry handle-equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.

Colt Model 901

The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble the Colt Model 901 (which was marketed as an M16A3). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.

Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock, as does the "Old Faithful" blueprint. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.

Colt Model 901 - 5.56x45mm NATO
Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.
The M16/M203 combo setup built from the "OG" blueprint in-game. Note that even with the M16 M203 handguard, the grenade launcher is still somehow mounted on a section of picatinny rail underneath the handguard. How this is done is unclear, but likely a custom handguard setup designed for the game.
Looking through the carry handle rear sight.
Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.
Thumping the ground with the M16 stock.
An M16 further mocked up as a Mk 12 Mod 1.

Colt 9mm SMG (R0991)

The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a Colt 9mm SMG (R0991), though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).

Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm
Performing a tactical reload on a TangoDown Stubby foregrip-equipped SMG. The reload is a bit like the R0991 in Killing Floor 2. Also note the magwell insert.
Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.
The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.

"XRK M4"

The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle. The same receiver model layout, default pistol grip, trigger and fire selector is seen by default in most other blueprints added in the game post release, "Fair Bass", "Polytope", "War Pig", "White Noise", and "Zip Tie" to name a few, though with different markings, different manufacturer's printings and different attachments.

It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.

Radian Model 1 SBR - .223 Wylde
Mega Arms GTR-3H Receiver Set
A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".
Curiously enough, black versions of the "XRK M4" can be found from US Marines in the single player campaign. The weapons are referred to as the "Zip Tie". Kyle reloads one such weapon recently acquired from a deceased Marine. Note that some models such as this version still feed from the default tan windowed PMAGs, a combination that is not possible in multiplayer.
A Marine firing from behind cover with the rifle. The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard "M4" weapon model.
The player holds the aforementioned "Zip Tie" blueprint in multiplayer, which comes with the unique fore-end. Inspection of the gun shows similar fire selector and magazine catch as on the XRK M4, but in bright blue color. Note the special extended handguard with rail covers. Also, unlike the XRK M4, this skin has an American flag on the magwell.

M4A1 Carbine

The "Task Force" blueprint added in March 2020 is modeled after an actual M4A1. It largely resembles the weapon seen in Modern Warfare 2, though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.

Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of Call of Duty 4: Modern Warfare.

M4A1 - 5.56x45mm NATO
Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in Modern Warfare 2 bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".
Inspecting the left side of the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical Call of Duty six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".
Inspecting the right side.
Looking down the A.R.M.S. iron sights.
Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.
An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.


The FAMAS F1 is featured in the game, and fires in three-round bursts by default, like in Modern Warfare 2. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it was incorrectly described as a battle rifle in the Create-a-Class menu before being corrected in a later update.

It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a Remington ACR, despite the FAMAS not even being gas-operated.

The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous Call of Duty games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.

In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.

FAMAS F1 - 5.56x45mm NATO
FAMAS with PGMP rail mount system - 5.56x45mm NATO
Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.
Initially-drawing the FAMAS results in a fast brass check.
The FAMAS in-game.
Aiming down a new set of rail-mounted irons.
Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.
Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds; these match the original ammunition issued with the FAMAS (the F1 - F3 cartridges, using 55-grain bullets), though contrary to popular claims, any properly-made M193-spec 5.56 ammo will work in a FAMAS, regardless of case material.
Charging the FAMAS F1.
Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.
An Urzikstan Liberation Force fighter with the FAMAS, which has an aftermarket muzzle brake.
A tan-colored "Jerboa" FAMAS blueprint in-game. This blueprint has a custom frame and also equipped by default with a tactical suppressor, laser, VLK 3.0x Optic scope and 50-round magazine.
A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.

FAMAS Valorisé

The "Fractured Forces", "Code Breaker", "The Artisan", "Insurgency" and "The Fallen" blueprints convert the base FAMAS into a prototype FAMAS Valorisé, albeit with some cosmetic modifications.

FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO
The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.
Chamber-checking the "Code Breaker".
The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.
Looking down the sights.
Inserting a magazine in the empty reload.
Chambering the Valorisé.


A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent Battlefield games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a FAMAS G1.

FAMAS G1 - 5.56x45mm NATO
An unreleased FAMAS G1 blueprint in an intro screen to the armory.
Right side of the "Fractured" blueprint.
A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).
Iskra inspects the FAMAS.


The FN FAL is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.

It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely a hidden attachment or an entirely different weapon entity that was left in the singleplayer as an Easter Egg of sorts.

The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.

FN FAL 50.00 - 7.62x51mm NATO
FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the barrel & muzzle
FN FAL "G Series" - 7.62x51mm NATO
The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.
The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.
Aiming the rifle.
Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous Call of Duty games. Initially, the weapon was depicted with "E-S" selector markings, similarly to the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector markings have been changed to "S-F" after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.
On empty, the user checks the empty chamber...
...swaps the magazine...
...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.
Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.
The FAL with the "S-F" selector markings...
...while the "Beefeater" variant still has a gold-embossed "E-S" inscription.

FN FAL Paratrooper

The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.

IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO
The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.


The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith.

DSA SA58 OSW Carbine - 7.62x51mm NATO
The base "Smooth Dominator" FAL, which gives it a DSA SA58 OSW style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.
The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.
The pseudo-SA58 on Vacant.
Using the new set of iron sights.
Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.
The old magazine dropping out.
Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.


The SCAR-H appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the old descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "FN" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.

The weapon is also seen in the "Poster" calling card in multiplayer.

Third Generation FN SCAR-H STD - 7.62x51mm NATO
Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which has no length of pull adjustment), the relocated pins, and the greatly elongated side rails.
Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.
The regular FN SCAR in-game.
Aiming; as in BOII, the top half of the rear sight is missing, though the front sight hood is now missing as well.
Using the SCAR's fire selector.
The tactical reload; like the FAL, the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:
* Like the "M4A1", the magazine release is animated.
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).
* There are "FORGE TAC Arms USA" markings underneath the rear sight.
On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.
Thumbing the bolt release on empty.
The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.
A South Korean 707th member reloads an all black SCAR-H. Note the psudo Special Operations Command Korea patch.
"The Traitor" SCAR-H; note the ACR-like stock and the receiver vaguely resembles a CZ 805 BREN or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver.
The player holds "The Traitor".
And inspects it, showing Tempus Arnament markings.


Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an FN SSR, though it remains select-fire and lacks the three-pin barrel retaining blocks.

FN SSR (Sniper Support Rifle) - 7.62x51mm NATO
The left side of an FN SSR build in Gunsmith.
An FN SSR-lookalike in-game.
Dry-reloading the accurized SCAR.


The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact FN SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.

FN SCAR-SC - 5.56x45mm NATO
A SCAR-SC build in Gunsmith.
Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.
A view of the stock right at the start of a reload.

Heckler & Koch G36

The Heckler & Koch G36 was added with the "Season One" content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.

As in Call of Duty: Modern Warfare 3, it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are inspired by the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted below the optics instead of above.

The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).

The most notable trait of the "Necrosis" model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.

Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO
Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.
Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...
Idle pose of the "Holger-26". Note the chopped down front sight.
Iron sights.
Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the "FORGE TAC" marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.
Reloading from empty necessitates the additional step of racking said charging handle.
With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.
A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.
Having wised up, he resorts to using the stock instead.
A G36 with its scope.
Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.
Heckler & Koch G36 with low-profile scope rail - 5.56x45mm NATO
The "Necrosis" blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.
The "Gilded" G36 blueprint, which uses the normal-model stock.

Heckler & Koch G36KA4

The "XRK Ultralight" barrel attachment turns the weapon into a G36KA4.

Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO
Inventory preview of the G36K with a flat Picatinny top...
...and with an integral optic, the one modeled after the upper reflex sight.
The exact same build (apart from the buttplate) on the "Necrosis" blueprint, showcasing the difference in receiver designs.
The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.
Idle pose.
Iron sights.
Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.
Tugging the charging handle on an empty reload.
With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's somehow faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.
The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.
Aiming down the reflex optic.
Sprinting with a "Necrosis" G36K fitted with an integral optic, looking dramatically better than mounted on the G36C rail.

Heckler & Koch G36C

The “FTAC 8.98" Spitfire” attachment turns the gun into a G36C.

Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO
A G36C build in Gunsmith.
The Aliens M41A Pulse Rifle-inspired "Colonial Standard" G36C included in the "Earth Expeditionary Force" bundle, which also includes a Ripley-themed uniform for SAS character Charly. "Adios" is also from one of the film's M56 Smart Guns.

Heckler & Koch HK433

The Heckler & Koch HK433 appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.

It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black".

With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the Colt Canada C8 CQB or the Heckler & Koch G36CSF would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).

Heckler & Koch HK433, third prototype - 5.56x45mm NATO
An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.
Aiming down the 433's sights.
Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.
Pulling the HK's charging handle on a dry reload.
Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.
Reloading the 433 with a C-Mag.
Working the bolt release in a manner similar to the "M27 IAR" from Call of Duty: Ghosts, as seen with the combination of Sleight of Hand and the Beta C-Mag.
The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.
Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.

IWI Galil ACE Hybrid

A 7.62x39mm fully-automatic IWI Galil ACE was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.

The "CR-56 EXO" attachment gives it a folding stock similar to the original IMI Galil, and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a Beretta AR-70/223-like handguard.

Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.

IWI Galil ACE 32, earlier version with 15" barrel - 7.62x39mm
IWI US Galil ACE GAR51SBR - 7.62x51mm NATO
The Galil ACE with its default 11.8" barrel. The lower receiver has a bit of resemblance to both the 7.62x39 Bushmaster ACR lower and the AK-Alfa. A left side safety is completely absent, though.
Note how it also uses an AK-12/AK-15 like round buffer telescoping stock.
The Galil ACE on the reimagined "Hardhat" map from MW3. Note the non-standard top cover latch; the ACE series use a conventional AK-style push-button, while the in-game rifle instead uses a sheet-metal tab reminiscent of the RPK-16, with the spot that the button would normally occupy being taken up by the fictional manufacturer's pentagonal logo.
Aiming the Galil ACE - though with a rear sight this wide, "pointing" might be a more appropriate verb.
Throwing aside a spent magazine; the same pentagonal logo is visible here, as is a 3-position selector correctly set to "auto".
About to rock in another.
Working the ACE's action.
Stock attack of the Galil.
Price holding a Galil in "The Story So Far" trailer.
IWI US Galil ACE GAR39SBR - 7.62x39mm
Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3" Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.
"The Divide" Galil ACE with the GAR39SBR-like barrel and forend.
IMI Galil AR - 5.56x45mm NATO
Beretta AR-70/223 - 5.56x45mm NATO
An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.
The Galatz-like sniper version of the Galil.

IWI Tavor CTAR-21

A Tavor CTAR-21 with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7", manufactured by XRK in-game. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.

The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.

IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO
IWI Tavor 7 - 7.62x51mm NATO
Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.
Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.
Iron sights. These are very open and clear.
Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.
Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.
With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.
Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.
The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.

IWI Tavor TAR-21

The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized TAR-21, with an extended handguard.

IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington
Reloading the Tavor fitted with the "Eclipse" barrel and other attachments.
The "Corrupter" TAR-21, which also features an even further-stylized chassis.

Karabiner 98k

The Karabiner 98k is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks.

Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).

The Bipod attachment gives the Kar98k the folding monopods from an Arisaka Type 99 rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.

During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.

Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser
An Allegiance soldier patrols an old farm with his vintage Kar98k.
Looking through the rifle's iron sights.
Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.
Removing a stripper clip with two rounds left on the partial reload.
Loading the K98k's magazine from empty.
The empty clip is knocked out by chambering the first round.
When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.
Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser
Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.
Scanning the skies for enemy aircraft.
Reloading the scoped K98k with individual rounds.
The stock attack of the Karabiner.


The M14 appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in Call of Duty 4: Modern Warfare), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.

The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC.

M14 rifle - 7.62x51mm NATO
An operator watches the helicopter that dropped him off fly away, M14 in-hand.
Aiming down the battle rifle's sights. Note the "FORGE TAC" markings.
Reloading a 10-shot magazine.
Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in Medal of Honor: Warfighter.
Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.
M14 with Sage EBR chassis - 7.62x51mm NATO
A customized M14 in Gunsmith with the "FSS Raider Chassis Elite".
Sleight-of-Hand reloading a customized EBR.
Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO
Another customization with the "FSS Raider Chassis Pro".
M1A with JAE-100 G3 stock - .308 Winchester
Lastly, the "FTAC Lightweight Stock" resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.
The "Stay Frosty" M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.
A view through the different sight picture.
The JAE-100 M14, All Ghillied Up.

Marlin Model 1895

The Marlin Model 1895 appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.

Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.

Marlin Model 1895SBL - .45-70
Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.
Aiming the repeater.
Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.
Loading the Marlin round-by-round.
Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.
SAS operator Charly wields a suppressed, scoped .45-70.
A look down the optic.
The Marlin as seen in one of the trailers.
Marlin Model 1895 - .45-70
The "Dust Trail" Marlin.


The SIG-Sauer MCX VIRTUS SBR appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.

The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches, while the "Tempus Cyclone" gives the gun an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The "no stock" attachment normally just removes the stock, but on the "Radioactive" and "Cagefighter" blueprint it replaces it by a buffer tube.

As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.

A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.

SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO
SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.
Gunsmith preview of the "M13".
Like the HK433, the MCX is held with a C-clamp grip by default.
Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in Modern Warfare 2. Also note the fictional "SOLOZERO Optics" manufacturer.
Flicking the fire selector.
Reloading with two translucent magazines.
Tossing out an empty one.
Tabbing in the bolt release.
Melee animation of the SIG MCX; note the brass marks on the deflector.
SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a Zero Dark Thirty style raid.
SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison
A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the "Marksman" barrel assembly, with a length somewhere between an MCX SBR's 14.5" barrel and an MCX Patrol's 16" barrel. The handguard is of fictional length; the number of M-LOK slots would suggest a 14.5" barrel, but the dimensions of the handguard are slightly larger than they are supposed to be.
At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is longer than the real MCX VIRTUS Patrol.
Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.
A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.
The "Short Stuff" MCX has the ejection port of a SIG-Sauer MPX modeled on the left side of the receiver for some reason, along with an MPX's cam plate next to the bolt catch. This is also the case for many other blueprints such as the "Die Cast" and "Cagefighter".
Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.
The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).

SIG SG 552

The SIG SG 552 was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The "Envenom" and "Mother Lode" blueprints added in Season 5 give the base rifle a highly stylized appearance and use IMBEL IA2-style stocks. Additionally, the "Mother Lode" has stylised Diamondback iron sights.

SIG SG 552 with scope rail attached - 5.56x45mm
Side profile of the SIG SG 552 as seen in Gunsmith.
Spetsnaz operator Bale wields the SG 552 on hallowed ground.
Aiming down the carbine's sights.
Working the SIG's fire selector.
Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have "22LR" written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the ".223 Rem." marking on the side of the upper receiver, which was changed to "5.56 NATO" sometime in 2020.
Reloading from empty.
Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.
Melee-ing with the stock.
The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.
FAMAE Mini-SAF with picatinny rail - 9x19mm
The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.
Extremely shortened rifle with a quad-stack magazine in the Hackney Yard map.
IMBEL IA2 - 5.56x45mm
The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).
The "Envenom" blueprint, with an alternate default forend.

SIG SG 550

The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a SIG SG 550. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip gives it a resemblance to the SG 550 SR variant (albeit with a standard SG 550 barrel).

SIG SG 550 with proprietary bipod - 5.56x45mm
An SG 550 build modeled by Wyatt.
Reloading the rifle.
Aiming with the unhooded front sight post.
SIG SG 550-1 (sniper variant) - 5.56x45mm
The SG 550 SR-like build.

SIG SG 551

The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a SIG SG 551. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.

SIG SG 551 LB - 5.56x45mm
The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.
An SG 551 build the Atlas Superstore.
Thumbing the bolt release as seen with Sleight of Hand.

Zastava M59/66

The Zastava M59/66, a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.

Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.

Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm
The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.
A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the Simonov AVS-36.
The SKS in a semi-wooded area.
Aiming the rifle.
Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.
Reloading from empty.
Rechambering the SKS. This is also its equip animation.
Thumping a fence with the side-folding stock.
SKS with Fab Defence UAS Stock - 7.62x39mm
The "FTAC Hunter-Scout" stock option for the SKS, which resembles the FAB Defense aftermarket stock.
Knocking out a ten-shot magazine with the Sleight of Hand reload.
Using said perk results in the bolt being pulled in an underhand fashion.
Zastava M59/66 - 7.62x39mm
The M59/66 with a classic cherry wood stock.
The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.
Looking through the PU reveals much more modern reticle.
The "Bay of Pigs" variant which could be received during the Black Ops Cold War reveal event in Warzone on August 26, 2020.

Sniper Rifles

Accuracy International AX50

The Accuracy International AX50 is featured in the game.

Accuracy International AX50 - .50 BMG
The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.
Getting a good look over the Euphrates Bridge level with the AI AX50.
Aiming with the scope.
Ejecting a spent .50 cartridge.
Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.
Putting a new one in.
Butt-stroking with the AX50.
The Sleight of Hand reload, with the rifle kept leveled forward.
The alternate AX50 chassis as seen with the "Corpse Maker" variant.

Barrett XM109

The Barrett XM109 was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".

It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer "FTAC Seven Straight" barrel which, when combined with the Tank Brake and with not using the 25mm grenade ammo, makes it a Barrett M82A3-like build (though with only five-round mags instead of ten).

Barrett XM109 - 25x59mm
Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake
The base "Rytec AMR" in Gunsmith.
MW2019 XM109 2.jpg
The Barrett rifle on the standalone version of the "Scrapyard" map recreated from MW2.
The view through the default scope.
Removing the magazine in an unusual manner.
Rocking in a new one.
Chambering the Barrett. This is also its draw animation.
Performing anti-materiel work on a partial Jersey barrier in a manner that the "Rytec" advertisers probably didn't have in mind.
Original/Early Specification Barrett M82 - .50 BMG
Barrett M82A3 - .50 BMG
The AMR with the early Barrett style "XRK Mastodon" stock, bipod, and the "XRK Tank Brake" and "FTAC Seven Straight" modifications.


The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. Hadir states that it is chambered in .338 Lapua, although visually it seems to be chambered in 12.7x108mm ammunition (and in multiplayer the ammunition is stated to be 12.7 as well). The magwell and a few parts of the receiver appear to be similar to the Victrix Corvus, with the lower handguard reminiscent of a PGM Mini-Hecate's handguard. In insgle player it is fitted with a skeletonized wooden thumbhole stock and is equipped with two scopes that line up and function as one variable zoom scope.

In multiplayer, the rifle has a different upper handguard with KeyMod which resembles that of the SKAT GM-200. The stock is changed to the stock of an Armalite AR-50A1, with a miniaturized cheek rest from the Victrix Minerva series, and it now has a pistol grip inspired by the Stark Equipment grips. A unique "Grassy Knoll" variant is available exclusively to owners of the Operator Edition of the game (the camoflage and net wrap resembling the "All Ghillied Up" M21 from the original Modern Warfare). Additionally, the aforementioned campaign model was added to multiplayer in Season 1 as a blueprint called "Hadir's Right Hand".

Victrix Corvus - .50 BMG
PGM Mini-Hecate - .338 Lapua Magnum
Armalite AR-50A1 - .50 BMG
Hadir's Sniper Rifle in the single player level 'Highway of Death". The stock (referred to in multiplayer as the "FTAC Champion" stock) appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.
Hadir presents Alex his custom rifle.
Hadir states to Alex the rifle is chambered in .338 Lapua while holding a round he ejected which appears to be 12.7x108mm.
Upon picking it up, Alex checks the magazine...
...then the chamber.
"Hadir's Right Hand" in multiplayer.
Reloading Sleight of Hand style.
The default multiplayer model of the "HDR" in Gunsmith - note the different style of receiver and forend.
Initially drawing the "HDR" - the user visibly chambers the first round.
The basic "HDR" in-game.
Working the bolt after firing a shot.
Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.
Hitting a boulder with the weapon's stock.


The M24 SWS was added in Season 6 as the "SP-R 208", under the marksman rifles class. It is fitted with a trigger guard & paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 SPS / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the Remington Model 7.

M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO
The default "SP-R 208" in Gunsmith.
Spawning in with the M24 rifle shows the first round being chambered.
The scopeless M24 in idle.
Using the rail-affixed sights.
The character swaps out the rifle's magazines with his dominant hand.
Opening up the action and ejecting the last casing on an empty reload.
The spent mag is tossed aside before loading in a new one and chambering the rifle.
Meleeing with the M24.
The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the "XRK SP-TAC 208 Ultimate" chassis.
Inspecting a .300 Norma Magnum rifle set in the "ZLR SP-R Overseer" chassis and with the "Sloan KR-800 DeadEye" bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.
Previewing an M24 in .338 Lapua Magnum in the "XRK SP-LITE 208 Blitz" stock chassis and the "Sloan KR-600 Feather" bolt.
The "FSS Virtuoso Pro" stock as seen in Gunsmith.

SVD Dragunov

The SVD Dragunov appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.

The "skeleton stock" attachment gives it an SVDS-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.

SVD Dragunov - 7.62x54mm R
The SVD in-game, on the "Euphrates Bridge" level.
View through the PSO-1 scope.
Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.
Releasing the bolt; it also appropriately locks back on empty now.
Stock attack of the SVD.
A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has "MADE IN BELARUS" written on it and is erroneously marked as a POSP in Cyrillic.
A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.
Post 1990s SVD with synthetic furnishings - 7.62x54mm R.
The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.
A preview of the "Plague Sore" Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.
Right side of the modernized SVD.
Performing a Sleight of Hand empty reload with the "Plague Sore". The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.
The rechambering animation is now performed in an underhand style.

Machine Guns

Dillon Aero M134 Minigun

A handheld Dillon Aero M134 Minigun appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops. The Minigun in Warzone can be reloaded and has its own reload animation.

A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.

Dillon Aero M134 - 7.62x51mm NATO
Third-person view of the Minigun, note the short belt of 7.62 NATO.
Wielding the M134. "Aiming" involves the screen zooming in while melee-ing results in thrusting the barrel cluster forward..
Inspecting the Minigun whilst utilizing the Juggernaut killstreak. The sticker on the gun contains a serial number, part number, and name of the manufacturer (which is "IWRZ Corp").
A Juggernaut in multiplayer with the Minigun. Note the feed system, which might be misaligned due to the feed having physics.
A Russian Little Bird with twin Miniguns.
Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO
A deployed Sentry Gun on Khandor Hideout.
Left side of the automated M134.

FN Minimi

The FN Minimi was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to Modern Warfare Remastered's multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an M240-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.

A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.

FN Minimi Mk3 - 5.56x45mm NATO
FN M240B - 7.62x51mm NATO
The "Bruen Mk9" in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.
Note the lack of a clubfoot in the bottom of the stock.
Equipping the FN Minimi with the carry handle.
The Minimi in idle.
Aiming through the iron sights.
Unlike the other machine guns, the charging handle is only used on empty reloads.
Flicking out a leftover link and inspecting the chamber.
Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.
Thumping a pallet with the stock.
A paratrooper length Minimi with a Leupold HAMR sight.
Tossing aside a spent SureFire magazine.
Inserting a new quad-stack mag.
Charging the Minimi in an underhanded fashion.
A long-barreled Minimi with the bipod deployed and the 200-round belt box.
The Minimi on the lower image, on a fixed mounting.

Heckler & Koch MG5

The Heckler & Koch MG5 appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate M240.

Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the Knight's Armament LAMG. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.

Heckler & Koch MG5 - 7.62x51mm NATO
Drawing the H&K MG5 with the aid of the carry handle.
Holding the MG5 on a hostile chicken farm.
ADS view of the MG5.
Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.
Flicking away a leftover belt link in an empty reload.
The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in Squad. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.
Reloading the belt box.
The player character threatens a chicken for trying to eat his camouflage.
KAC LAMG (prototype 3D render)
The "Old Wounds" MG5, note the shape of the handguard and the hexagonal-shaped belt box.
Another example of the LAMG-inspired furniture on the "Hazard" blueprint.
The "Warhead" MG5 blueprint in-game; a reward for reaching max rank in the first season.
Aiming down the different set of iron sights.
Loading the new belt in place.

Heckler & Koch MG5 A2

The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an even shorter barrel option called "M91 Infantry".

Heckler & Koch MG5 A2 - 7.62x51mm NATO
The MG5 equipped with the "M91 Special Forces" barrel, converting it into the A2.
In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the "Ruby Rampage".

Knight's Armament LAMG

The Knight's Armament LAMG itself was added during Season 5, under the name "FiNN LMG". As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.

It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the KAC ChainSAW, via the "XRK ChainSAW" attachment. The "XRK M309 Forward Assault" stock is also similar to the older KAC LMG's tubular stock.

The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.

KAC LAMG (prototype 3D render)
The KAC LAMG in Gunsmith, unmodified.
MW2019 KACLMG2.jpg
Raines with the LAMG in-game.
Aiming down the sights.
Pulling the charging handle from empty.
Removing the empty belt box.
Feeding in new links of regular 5.56.
Closing the LAMG's top cover.
Thumping a crate with the LAMG.
The "FiNN" equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.
KAC ChainSAW with 200 round ammo box, suppressor and Spike's Tactical 37mm “Havoc” flare launcher - 5.56x45mm NATO / 37mm
The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.
Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.


The L86A1 is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the L85 assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.

It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the AR-18.

L86A1 with SUSAT scope - 5.56x45mm NATO
An L86A1 in-game.
Aiming down the carry handle iron sights.
Toggling the fire selector.
Removing a magazine.
Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.
Pulling the L86's charging handle.
Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.
When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.
Palming the bolt release on the Sleight of Hand reload.


The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an L85A1 assault rifle.

L85A1 - 5.56x45mm NATO
Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature Modern Warfare fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.


The MG34 appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the MG42-based MG3 or Zastava M53 would be more appropriate.

The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.

The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".

MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser
The MG34 in multiplayer.
Iron sights of the MG.
Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.
Latching in a new Gurtrommel 34 assault drum. Note how the character holds the machine gun by the receiver with his right hand.
Pulling out the 7.92mm ammo belt a bit too far.
The melee animation of the MG34.
The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.


The PKM is available in Modern Warfare. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.

The "25.9" heavy barrel" attachment gives it a PKP Pecheneg's barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.

Various blueprints such as the "Standard Issue", "Bludgeoner" and "Game Over" are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.

PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R
Azur equips a PKM, making use of the carry handle.
The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.
ADS view.
Reloading. The player character incorrectly pulls the charging handle before opening the feed tray cover.
Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier would instead actually be locked back. As the PK family of machine guns pulls cartridges rearward out of the belt instead of pushing them through, i.e. how the M240 and M249 machine guns operate, because of the large rim on the 7.62x54mm cartridge, the weapon can only be properly loaded by racking the charging handle once at the end of the process so that the first cartridge can be pulled out of the belt and readied for firing. The procedure depicted in game would realistically result in a PKM that would need to be dry fired and cycled a whopping third time before being shootable.
Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.
Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.
Stock attack of the PKM.
PKM with Zenitco furniture - 7.62x54mm R
A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.
Holding the updated PKM.
Aiming with the new rear sight.
Right side of the PKM as seen in Gunsmith.
A customized PK, including the PKP-style heavy barrel assembly.

SIG-Sauer MG 338

The 2020 prototype of the SIG-Sauer MG 338 was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG-6.8; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.

SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum
SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.
The "RAAL MG" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.
The right side.
The MG 338 being used in "Killhouse".
Looking down the iron sights.
Inspecting the machine gun involves checking the feed tray.
Then flipping the gun on its side and taking in the chunky FDE magnificence. Note the "ZLR" manufacturer marking.
Checking the ejection port and charging handle.
Reloading from empty involves racking the charging handle.
Clearing the feed tray of stray links.
Replacing the ammunition box.
Then closing the unique side folding top cover.


Carl Gustaf M4

The Carl Gustaf M4 appears as the "Strela-P" (named after the Strela MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.

Carl Gustaf M4 - 84x246mm R
Zane continues the Insurgency: Sandstorm tradition of engaging idle vehicles with AT launchers.
Aiming down the M4's scope.
Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.
The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.
It gets shoved aside as the new 84mm round is loaded.
Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.
The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.

FGM-148 Javelin

The FGM-148 Javelin appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous Modern Warfare games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.

FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm
The FGM-148 system in game.
Aiming down the CLU.
Locking on, about to fire the missile.
Using the Javelin as a very, very expensive battering ram.


The FN 40GL can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).

FN 40GL - 40mm
A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in Ghosts. Note that the handgrip is shaped a bit more like the F2000's GL1.
Using the grenade launcher.
"Aiming", which really just zooms in.
Reloading the 40GL.
Gunsmith preview of an FN 40GL.


The GP-25 can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").

GP-25 - 40mm
The GP-25 mounted to an AK-74 lookalike.
The GP-25, activated.
Aiming the grenade launcher; the actual sights are present but not used.
Reloading the VOG-25 round.
Gunsmith preview of a GP-25.

LMT M203

The LMT M203 grenade launcher can be attached to many of the other weapons in the "assault rifles" category.

LMT M203 2003 L2B - 40x46mm
Using the M203 affixed to the M16 lookalike; as with the GP-25 above, the flip-up grenade launcher leaf sight associated with this particular barrel option is never used for its intended purpose.
Aiming the launcher.
Dumping a spent shell out of the M203.
Inserting a new 40mm round.
Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.
Gunsmith preview of the M203.
A Marine in single player with the M203 "mounted" on a 10.3" barrel.

Madbull XM203

When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.

Airsoft Madbull XM203 - (fake) 40x46mm
Heckler & Koch MP5A5 with ISTEC ISL-200 - 40x46mm
The fictional launcher attached to a Tavor. 10 years, and they still haven't learned...
The "M203" affixed to a "Grau 5.56"; like most of the game's UBGLs, it lacks sights of any sort.
The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.

Milkor Mark 14

The Milkor Mark 14 appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected. It is reloaded with a (possibly VLTOR-made) speedloader.

Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm
An MGL on the ground of a Russian armory. How or why Russian forces have this is beyond anyone's guess.
Alex checks the MGL's load when equipping the weapon, which he founds out is loaded with incedenary rounds.
Alex exits the armory and prepares for the final onslaught in the level "Proxy War".
Aiming through the scope after the Russians unhelpfully cut out the lights.
Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.
Loading the cylinder with an oversized speedloader.
A view of the loaded 40mm rounds.


The RPG-7 is featured in the game.

RPG-7 - 40mm
Wielding the RPG-7 on the Grazna Raid level.
ADS of the RPG.
Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.
A closer look at the RPG.


The Russian 9K333 Verba, also known by the NATO name SA-25, appears in the game as the "PILA" (plural form of pilum, a type of Roman javelin; it also means "saw" in Russian). It's depicted with a spherical battery coolant unit from a SA-14 Gremlin. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.

SA-25 (9K333 Verba) - 72mm
SA-14 Gremlin (9K34 Strela-3) - 72mm
The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional "FSS" company branding on the gripstock housing.
Holding the 9K333/SA-25 and looking at a crashed UAV.
Aiming through the Verba's scope.
Reloading the tube in a dubious manner.
The weapon inspection feature added post-release allows to take a closer look at the launcher.


Model 7290 Flashbang Grenade

The "Flash Grenade" in multiplayer is a Model 7290 flashbang grenade.

Model 7290 flashbang grenade
An M7920 grenade in the loadout menu.
About to toss a Flashbang grenade.

Mk.V CN Gas Grenade

A modernized depiction of the American Mk.V CN Gas Grenade appears in multiplayer as the "Gas Grenade".

Mk.V CN Gas Grenade.
The updated Mk. V CN grenade in loadout.
About to toss the Gas grenade on the Sea Knight crash site.

M18 Smoke Grenade

The M18 Smoke Grenade appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.

M18 smoke grenade
A Smoke Grenade in the loadout menu.
Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.
An M18 Smoke Grenade 'deployed".
A member of the SAS with two M18 grenades on his rig.

M67 Hand Grenade

The M67 Hand Grenade is featured in the game as the standard grenade, used by all factions. It is also used as a booby trap in single player.

M67 Grenade.
The M67 Frag Grenade in the loadout section.
Preparing to throw an M67 grenade.
Holding the grenade with the spoon removed. Note that the striker appears to not be in the fired position, which would prevent the fuze from detonating in real life.
An Al-Qatala grenade trap in single player.
The other side of another grenade trap.

M18A1 Claymore

The M18A1 Claymore is featured in the game, still featuring laser tripwire detonators.

M18A1 Claymore anti-personnel mine
A Claymore mine laying in front a G36. Note its legs are missing.
The M18A1 equipped.
Deploying the mine.
The lasers don't even emit from the top apparatus anymore.

M84 Stun Grenade

A somewhat fictionalized depiction of the M84 stun grenade is featured in multiplayer as the "Stun Grenade".

M84 stun grenade
A M84 grenade in the loadout.
Flicking the pin off of a M84 stun grenade.

Hybrid Bouncing Mine

The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.

The "Proximity Mine" in the loadout menu.
Holding the mine.
The bounding mine, deployed.


The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from Titanfall 2, a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.

The Thermite grenade as seen in the inventory loadout.
Preparing to toss a Thermite grenade.


Unusable RGD-5 grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.

RGD-5 High-Explosive Fragmentation hand grenade
An RGD-5 on Nikto's vest.
Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.

RGO Fragmentation Grenade

The "Hidden" uniform for Spetsnaz operative Minotaur features two brown RGO fragmentation grenades on his vest.

RGO frag grenade
Note the warpaint camo that is a rather obvious homage to Commando and Predator.

M26 hand grenade

What appears to be M26 hand grenades are seen in the background of the player skin overview in multiplayer.

M26 High-Explosive Fragmentation hand grenade

Emplaced/Mounted Weapons

AGM-114 Hellfire

The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the "Cruise Missile" killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires. These same missiles later appear in the level "Into the Furnace".

Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.
Closeup of the Apache hardpoints, which has a similar configuration as the above image.
An Apache in the mission "Hunting Party" armed with Hellfire missiles (and strangely used by the USMC). Note the lack of crew, something that exists in both its single player and multiplayer renditions.
Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.
A Hellfire can be seen on the tablet when calling in the "Cruise Missile" killstreak. Note the additional fins around the middle of the missile body that are not present on real Hellfires.
Front of the fictional Hellfire in the mission "Into the Furnace".


In multiplayer, the AGS-17 automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.

AGS-17 "Plamya" on tripod - 30x29mm
The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.
An Allegiance "Wheelson" with AGS-17 in multiplayer. The text on the vehicle appears to be English instead of Russian.
Closeup. Note that the bottom/forward ejection system appears to be blocked by that middle bottom camera. This is unlike the Coalition "Wheelson", which uses the bottom/rearward ejecting Mk 47.
Back, feed side.
Back, other side.
Operating the Allegiance "Wheelson".

Browning M2HB

The Browning M2HB appears in single player mounted on various vehicles and in multiplayer mounted on the Bradley-based IFVs. It is also used for the Shield Turret killstreak, fitted with a tripod, alternate barrel, and a gun shield.

Browning M2HB - .50 BMG
Mounted to an Allegiance Bradley in multiplayer.
Rear of the gun.
Entering the M2HB in the IFV - the operator always chambers a round, as it is standard procedure with the M2.
Using the Browning .50. Note the same MG42 crosshair that's been used since Call of Duty 2. Aiming simply zooms in the screen.
A M2 mounted on an AQ technical in the mission "Going Dark". Note the conspicuously mounted flashlight, which appears to be affixed to the top cover.
An M2 mounted as a coaxial gun(!) inside a M2A4 Bradley in single player.
An M2 mounted in a RWS on a Stryker, which is strangely being used by US Marines.
Manning the "Shield Turret" M2 killstreak. Note the DI Optical DCL-120 reflex sight.
An Allegiance soldier firing the gun. Note the AGS-style ammo drum.

Bushmaster M242 Chaingun

M242 Bushmaster chainguns are mounted and used on the M2A4 Bradley IFV/"IAV" and psudo-OTO-Melara Puma "APC" armored vehicles in the game. What appears to be fictionalized version of the guns are mounted and used on the multiplayer incantations of the Bradley.

M242 Bushmaster Chain Gun - 25x137mm
M242 Bushmaster Chain Gun (Current Model) - 25x137mm
A Bradley in single player, which is for some reason being used by the USMC.
Closeup of the M242 Chaingun on another Bradley in use by the ULF.
An official render of the OTO-Melara Puma with fictional turret "APC".
Closeup of the cannon. Note the addition of an M2 machine gun, which is clipping through the turret. This glitch only appears for the single player Puma models.
An Allegiance Bradley. This version of the Bradley was carried over to the multiplayer of the sequel game, Modern Warfare II.
Closeup of its gun.
A Coalition Bradley. Note the BUSK III style up-armor and massive muzzle brake.

General Electric GAU-8/A Avenger

The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their General Electric GAU-8/A Avenger rotary cannons.

General Electric GAU-8/A Avenger - 30x173mm
A cropped image of the "Precision Airstrike" background art - the in-game screen covers the GAU-8 a bit with the description text. The A-10's loadout also includes four AGM-65 Maverick air-to-surface missiles, four AIM-9 Sidewinder air-to-air missiles, and 14 Hydra 70 rockets in LAU-68 rocket pods.

General Dynamics M197 Vulcan

Fictional twin barrel M197 Vulcans are affixed to the "VTOL Jet" in multiplayer, continuing the Modern Warfare 2 tradition of inappropriately outfitting Harriers with swiveling gun turrets. It also appears in single player mounted on a Mi-17 in the mission "Going Dark" and on a Russian Little Bird in "Into the Furnace".

General Dynamics M197 Vulcan - 20mm
A Coalition psudo Harrier II VTOL. Note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.
An Allegiance VTOL, which reuses the same model but has a Sukhoi "Flanker"-like splinter camo livery.
A closeup of the strange twin barrel Vulcan.
Mounted on the nose of a Mi-17 in the mission "Going Dark".
Underside view.
A Little Bird used by Barkov's forces in the mission "Into the Furnace", mounting a Vulcan(!).

Gryazev-Shipunov GSh-30-2

A stylized Sukhoi Su-25 "Frogfoot" appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its Gryazev-Shipunov GSh-30-2 cannons can be seen mounted in the nose cone.

Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm
The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor "eyes" seen below the cockpit, and a short pair of canards are also present just below them.

Hell Cannon

The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both single player and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only seen fired by Urzikstan Liberation Force NPCs during the "Proxy War" mission.

A real "Hell Cannon" found in Aleppo, Syria.
The "Hell Cannon" with some of its peculiar warheads.
A ULF fighter with one of the warheads.
ULF fighters load the cannon. Note lever to the left of the image, which may be how the cannon is fired.
One of the munitions airborne.


A KPVT can be found in the "Azhir Cave" multiplayer map.

KPVT heavy machine gun - 14.5x114mm
A KPVT almost installed on a truck.
Other side.

M29 Mortar

M29 Mortars are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".

M29 Mortar - 81mm
The mortar next to a box of munitions.
Other side.
Garrick inserts a shell into the Mortar in a scene that appears to be inspired by 13 Hours: The Secret Soldiers of Benghazi. Note the warhead seems to be based on the vintage high-explosive M43A1B1.
A Marine next to the Mortar.
Alex loads the mortar, while contemplating why his hair doesn't render properly outside of pre-rendered cutscenes.
A "destroyed" AQ mortar.

M102 105mm Howitzer

The "Gunship" killstreak has a M102 105mm howitzer alongside the GAU-12/U and Bofors autocannon.

Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R
Closeup of the M102 on an AC-130U gunship exterior.
The M102 can be seen towards the rear of the stylized airlifter-gunship.
The very low resolution controllable "Gunship" killstreak in multiplayer.
Close-up of the howitzer.

M230 Chain Gun

AH-64D Apache Longbow helicopters that appear in "Proxy War", "Hunting Party" and in multiplayer as the classic "Chopper Gunner" killstreak have usable M230 Chain Gun autocannons. Two Chain Guns are also affixed to the belly of the "Support Helo" killstreak.

Hughes/Alliant Techsystems M230 chain gun - 30x113mm B
A backlit Apache in the mission "Hunting Party" lays down the hurt on AQ militants.
Front of the gun.
Side View.
Rear of the gun.
A Coalition Super Stallion "Support Helo" with two Vulcans mounted on it. It has "US Air Force" written on the side but also "HMM-165," which is a USMC aviation squadron (now under the "VMM" prefix with the V-22 Osprey).
The underside of an Alliance "Super Stallion".

Mk44 Bushmaster GAU-23/A

The "Gunship"'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen in prior titles.

AC-130U with a trial installation of two Mk 44 weapons - 30×173mm
An AC-130J with similar configuration as below.
A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.
The low-res "Gunship" in Multiplayer.
Closeup of the GAU-23/A.

Mk 47 Mod 0

In multiplayer, the Mk 47 Mod 0 automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.

Mk 47 Mod 0 - 40x53mm
A Coalition "Wheelson" with Mark 47 Mod 0 in multiplayer.
Closeup. The text on the munitions box states it apparently holds 400 40mm rounds.
The feed system.
Other side.
Operating the Coalition's "Wheelson".



The background for the Coalition operator customization screen has a missile tube from a BGM-71 TOW standing up in the background.

BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm
The TOW as seen under the "That Should Do" quote. Note the scoped AR seen on the right.

Hybrid Reverse Draw Crossbow

A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.

The crossbow in Gunsmith.
First-person view of the crossbow.
Aiming down the sights.

M79 grenade launcher

Frank Woods' character model that was released as a pre-order reward for Call of Duty: Black Ops Cold War has an unusable sawn-off M79 grenade launcher in a holster on his left side.

Airsoft CAW M79 sawed off with 3 airsoft grenades.
The M79 "Pirate Pistol" in Woods' holster.


Either an MG42 or MG3 is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.

MG42 with drum magazine - 7.92x57mm Mauser
The MG42 lying on the ground. It appears to be reusing the Black Ops III model rather than the WWII one due to the distinctive bipod.

Taser X26

An unusable Taser X26-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.

Taser X26P
MW Taser.jpg

Unusable Weapons

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

Beretta 92

An early model of the Beretta 92 is seen in the promotional image for "The Bodyguard" customization pack for Domino.

Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm
Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.

Remington 1875

The playercard "Big Iron" shows a cowboy gunslinger with a Remington 1875.

Remington 1875 - .45 Long Colt.
MW Big Iron.jpg

Heckler & Koch MP7A1

The playercard "Dry Heat" shows the silhouette of a proper Heckler & Koch MP7A1.

Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm
MW MP7A1.jpg

Daniel Defense DDM4V7S

The opening launch screen of the game displays a silhouetted operator armed with a Daniel Defense DDM4V7S with a Vortex AMG UH-1 holographic sight and sound suppressor.

Daniel Defense DDM4V7S SBR - 5.56x45mm NATO
MW DD Mk18.jpg

Desert Tech MDR

A Desert Tech Micro Dynamic Rifle equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu.

Desert Tech MDR - 5.56x45mm NATO
MW MDR Menu.jpg

Noveske-style rifle

What appears to be a Noveske-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.

Noveske Shorty Switchblock - 5.56x45mm NATO
An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.

Mk 46 Mod 0

The Mk 46 Mod 0 is seen in a promotional artwork.

Mk 46 Mod 0 - 5.56x45mm NATO
A US soldier holding a Mk 46 Mod 0 on the left.

Accuracy International AXMC

An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the Accuracy International AXMC rifle of unspecified caliber.

Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum
Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.

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