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Call of Duty 4: Modern Warfare

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Call of Duty 4: Modern Warfare
Offical Boxart
Release Date: 2007
Developer: Infinity Ward,
Publisher: Activision
Series: Call of Duty
Platforms: Microsoft Windows, PlayStation 3, PlayStation 4, Wii, Xbox 360, Xbox One, Nintendo DS, Mac OS
Genre: First-Person Shooter

Call of Duty Modern Warfare Remastered (2016)

Call of Duty 4: Modern Warfare (also known as CoD4:MW, CoD4, Modern Warfare 1, and MW1) is the fourth main installment of the Call of Duty series, and first installment of the Modern Warfare trilogy, officially released on November 5, 2007 in North America for the PC, PS3 and Xbox 360, developed by Infinity Ward and published by Activision.

The first game in the series to be set in modern times, Call of Duty 4 taking during a turbulent 2011, when Russia is in a civil war between its government and Ultranationalist rebels led by Imran Zakhaev, while Middle Eastern warlord Khaled Al-Asad, supported by the Ultranationalists, stages a coup in an unnamed Middle Eastern country (his forces only given the name "OpFor"), leading to an American invasion that attempts to depose Al-Asad. The player takes control of of Sergeant "Soap" MacTavish, a British SAS marksman and demolition expert, and Sergeant Paul Jackson, a US Marine of the 1st Reconnaissance Battalion.

A remastered version titled Call of Duty: Modern Warfare Remastered was released on November 4, 2016 as a bonus alongside the deluxe editions of Call of Duty: Infinite Warfare. On December 13th, 2016, Supply Drops and various kinds of micro-DLC items were added to the Multiplayer. A standalone version of the game was released on June 27, 2017 for the PS4, and July 27, 2017 for Xbox One and Microsoft Windows.


The following weapons appear in the video game Call of Duty 4: Modern Warfare:


Call of Duty 4 reuses the standard two slot inventory system from Infinity Ward's previous Call of Duty installment, Call of Duty 2. In most missions and in multiplayer, the player starts with a longarm primary weapon and a sidearm, but through the use of the "Overkill" perk in multiplayer, it allows the player to carry both longarm primary weapons, though in all cases, it does not stop the player from picking another weapon from the game world to switch their sidearm. New to the series (that would be later added in all installments afterwards) is a basic attachment system, allowing players to attach various modifications that enhance the weapon through various ways, and some attachments (such as the grip and the UBGL) take up the perk 1 slot. Only one attachment can be fit to a gun in multiplayer; singleplayer ignores the limit, as some weapons (especially the "M4 SOPMOD") have more than one accessory to them. All weapons are unlocked through an experience point system, while attachments are unlocked through reaching a certain milestone of killing enemy players.

Instead of the weapons being restricted to a loadout in multiplayer as in previous games, CoD4 gives the player freedom into choosing on how would their loadout be through the "Create-a-Class" system. The primary weapons are divided into five categories, assault rifles, submachine guns, sniper rifles, shotguns, and light machine guns (the latter of which is a misnomer that would later apply in other titles of the series). Secondary weapons are restricted to pistols only and other tactical explosive equipment (such as the RPG-7 or the C4 charge) are restricted to the perk 1 slot. The singleplayer campaign forgoes this system, giving the player a set loadout (sometimes even retaining weapons from the prior level) and other weapons are found in fixed locations in levels or through dead NPCs.

In addition to functional accessories, primary weapons can be customized through cosmetic camouflages which are unlocked by killing enemies with headshots while some are unlocked by default. Secondary weapons cannot accept camouflages, except the Desert Eagle. Performing melee attacks are done through the use of a combat knife, instead of bludgeoning with the current weapon, with the "Brick Blaster" being the sole exception.

Modern Warfare Remastered features the same arsenal and weapon gameplay mechanics as its predecessor, barring higher quality (and sometimes altered) models and slightly modified animations. However, starting with the February 2017 depot update, the remastered version of the game features new multiplayer-exclusive weaponry, which are unlocked by completing its required collection. New items specifically made for the game (such as calling cards, emblems, character customization and more; all of these are cosmetics) are either unlocked through the randomized lootbox supply drop system or buying them through "parts" from duplicate items. Obtaining all of the items in a collection earns a "bounty", which unlocks the weapon (or otherwise) in question.

Once the weapon from a particular bounty is unlocked, the weapon is permanently available in multiplayer without any level restrictions and will still be available even if the player goes to Prestige Mode. As with Black Ops III, a selection of melee weapons are available barring the standard knife, and these can be selected as a standalone weapon. Along with weapon camouflages, "Weapon Kits" were introduced, which alters the weapon's base appearance with a new base texture, with some greatly altering the model entirely. New melee weapons and most weapon kits are also unlocked through bounties.

For the first time in the series, firearms can be inspected through a dedicated keybind which allows a greater look of the weapon along with its customizations (this was previously limited to melee weapons and/or higher rarity weapons in previous entries). This can only be done in multiplayer.


All handguns in Call of Duty 4 are animated with the hammer either uncocked or half-cocked, effectively animating all the handguns as DAO. While this is possible for the USP since some variations of the USP do have a DAO setup in reality, the hammer animation is incorrect for all of the other handguns. Modern Warfare Remastered fixes most of the hammer animation problems.

Notable weapon kits (Remastered version only):

  • Competition: "Racegun" weapon appearance; the handgun is painted with a bright glossy finish at the slide (or for the case of the Model 689 revolver, the metal frame) of the handgun, in reference to various competition or racegun pistols.
  • Battle-Tested: "Worn" weapon appearance; the handgun is worn and dirty from excessive use, as if the handgun hasn't been cleaned in a long time. They also have tape wrapped around it.
  • Spec Ops: "Tactical" weapon appearance, with pistols having some sort of tactical light or laser underneath, which is entirely cosmetic. The Model 689 does not use a laser nor a light module.

Beretta 92SB

The Beretta 92SB stands in as the M9, identified by its rounded trigger guard. Its magazine is however different from that of the 92SB, having a non-flat baseplate.

The "M9" is the main sidearm of Sergeant Paul Jackson and many other Marines and enemies, though an MEU(SOC) pistol would be more accurate to see in use by the Marines as they are part of the 1st Reconnaissance Battalion; this is somewhat fixed in the "Shock and Awe" level, where Jackson's secondary weapon and most marines is an M1911 variant.

In-game, the 92SB has the same damage figures as the USP and the 1911, but has the least effective range. This is offset with the highest magazine capacity (fifteen rounds of 9mm) and the lowest recoil, allowing quick follow up shots. It can be suppressed.

Beretta 92SB - 9x19mm Parabellum
"Soap" MacTavish holds a Beretta 92SB during the mission "Crew Expendable."
Jackson reloads his Beretta 92SB aboard a UH-60 Black Hawk during the search for Al-Asad in "Charlie Don't Surf." It would be more accurate to see CH-46 Sea Knights or CH-53 Sea Stallion/CH-53E Super Stallion instead, as US Marines do not operate UH-60 Black Hawks in real life. Also note that in this specific mission, all of the Black Hawks have "ARMY" on their tails, hinting that the Marines are collaborating with the US Army. The approach to the town and overall mission structure is meant to be a reference to Black Hawk Down, hence the use of Black Hawks.

Beretta 92FS (remastered version)

In Modern Warfare Remastered, the weapon is now more correctly modeled after a Beretta 92FS, standing in for the military-issue Beretta M9.

Beretta 92FS - 9x19mm Parabellum
Holding the Remastered Beretta.
Iron sights. The three dots help distinguish this as a 92FS and not an M9, which has only two.
Empty reload.
A Beretta lies on a table, giving a good look at the trigger guard to show that it is a proper 92FS.
A feature of the Remastered multiplayer is the ability to inspect weapons; here, an OpFor soldier chamber-checks his 92FS.

Heckler & Koch USP45

The H&K USP45 is the sidearm of "Soap" MacTavish and other SAS soldiers in the game, but it would be more accurate to see them using SIG-Sauer P226, SIG-Sauer P228 or Browning Hi-Power. It uses .45 ACP rounds in a 12-round magazine. Its recoil, capacity, and stopping power make this gun the most balanced in its class.

It appears that at some stage in design this weapon was going to be a Heckler & Koch Mark 23 rather than a USP; it mounts the prototype Mark 23 LAM, and has a visible projecting barrel in both first and third person modes which would not be present on a standard USP45. Interestingly, the Modern Warfare 2 USP45 model also has the rear sights of a Mark 23 even though this version does not, most likely due to recycling parts of the scrapped Mark 23 model.

The USP45 model is used for the unused "Brick Blaster" weapon when using the developer console or through modding the game, it essentially shares the same animations (with slight differences), but meleeing the weapon is done through pistol whipping with it instead of using the knife.

Heckler & Koch USP45 - .45 ACP.
Soap holds his USP45 as he looks over one of the two cut training areas in "FNG;" this would have been the explosive range. Note the wall marked "1" right next to the firing pit; this would have been used to show the player that the M203 has a minimum arming distance in the game.
Soap reloads his USP; note the Mark 23 LAM unit under the barrel.
Price's suppressed USP in "All Ghillied Up".

Remastered version

The "Competition" weapon kit gives the weapon a bright and glossy red slide and a slightly brighter frame, and the "Spec Ops" kit gives it a barrel weight similar to that of the USP Match, this also changes the suppressor model.

Holding the Remastered USP45.
Iron sights.
Empty reload.
A USP45 on a table; note the slightly-misshapen Mk 23 LAM.
Pulling back the slide on a suppressed USP45.

IMI/Magnum Research Desert Eagle Mark XIX

The Desert Eagle is the most powerful pistol in COD4, dealing high damage but having only seven rounds in its magazine and having the worst recoil. The main villain Imran Zakhaev carries this pistol as his weapon of choice. In the opening credit sequence ("The Coup"), Zakhaev gives it to Khaled Al-Asad to execute President Yasir Al-Fulani. The only opportunity to use a Desert Eagle in singleplayer is in the level "Crew Expendable", where an Ultranationalist attacks with two of them. A two-tone Desert Eagle with a black slide and barrel can be seen in the SAS armory.

In multiplayer, this gun is one of six multiplayer weapons that can have a gold finish, though the Gold Desert Eagle is unlocked at level 55 rather than through challenges.

The ammo name for the Desert Eagle in the game files is .357 Magnum, contradicting the in-game .50 AE model (the .357 versions of the Mark XIX almost always have have a unique "fluted" barrel, which the in-game model lacks) and magazine capacity.

Magnum Research Desert Eagle Mark XIX - .50 Action Express
Soap holds a chrome-plated Desert Eagle during the mission "Crew Expendable." If held in sunlight the pistol is much more reflective. Note the backwards mounted front sight.
"This is how it begins." Al-Asad aims his Desert Eagle at Al-Fulani before executing him.

Remastered Version

The original game's Gold Desert Eagle has been replaced in the Remaster with the "Commander Desert Eagle", still featuring a gold frame and slide, but now with a silver hammer, safety, and barrel, along with a shiny gray grip. Unlike the default Desert Eagle, it cannot have any custom camouflages or kits applied. In addition, the Desert Eagle replaces the Glock pistol on the icons of the Overkill and Last Stand perks.

The same "Crew Expendable" Desert Eagle in the remastered version, now with a slide that properly locks back when out of reserve ammo.
Desert Eagle Mark XIX in multiplayer. Notice that the hammer is now cocked, but only halfway.
Aiming the handcannon, although it's hard to make out the sight picture unless viewed at full size.
Desert Eagle, mid-recoil.
Preparing to dump the magazine. Note how this gun lacks markings of any kind compared to the other handguns.
Mashing in a new one, before releasing the slide.
Tugging the slide during the inspect animation, showing that the chamber is indeed empty. This time around the front sight is properly mounted.

"M1911 .45"

A version of the M1911 makes an appearance in-game as the "M1911 .45". It consists of a Springfield Armory PX9109L, more commonly known as the "Loaded" model, frame combined with a Springfield Custom Professional slide. It has four aftermarket parts: a stainless barrel bushing, black guide rod, black guide rod plug, and brown Simonich Gunner grips. It also uses Novak LoMount three dot night sights, Kimber cocking hammer and Wilson Combat 47D eight-round magazines, but they only hold seven in singleplayer for some reason.

It is the sidearm of choice for Captain Price and Viktor Zakhaev. Price lends his M1911 to Soap after their helicopter is shot down in an early level, uses it to execute a high value target around the middle of the game, and slides it to Soap on the bridge at the end of the game. Staff Sergeant Griggs carries a stainless version with black grips, and uses it while pulling Soap to cover on the bridge. The stainless version can also be seen in the SAS armory. It can be suppressed. It can be acquired by console commands on the PC version; the slide bears Colt text markings with some liberties.

Springfield Armory PX9109L "Loaded" - .45 ACP.
Springfield Custom Professional 1911-A1 - .45 ACP
Griggs fires his stainless M1911 at advancing Russians while hauling "Soap" MacTavish to cover. After running out, he drops the pistol to use his M249E2.
A wounded Price slides his M1911 to MacTavish on the bridge in a last ditch effort to defend their location. This picture is actually from Modern Warfare 2, in a flashback, but the only difference is the black around the edges.
Sgt. Paul Jackson reloading his M1911 in "Shock and Awe".
A soldier holds his suppressed M1911 in multiplayer.

Remastered Version

The "M1911" as it appears in the Remastered Version is now properly depicted with the hammer cocked. It is also the primary sidearm of the supply drop contact in multiplayer.

The M1911 on the festive version of the original map Downpour.
ADS of the M1911.
Dropping the magazine out of a nickel-plated 1911. The remaster finally allows for Griggs' unique pistol to be used in multiplayer.
Thumbing the slide release on a tan-colored M1911.
Inspect animation. The markings on the slide read, "M 1911 U.S. GOVERNMENT CAL .45". Also note the Hogue 3/16" Thin Piranha G10 grips.
Racking the slide of the Remastered M1911. Note that this version lacks the full-length guide rod the original has.
SSgt. Griggs drags Soap to the remaster's climax; his .45 is now has the default finish for some reason.

Submachine Guns

Notable weapon kits (Remastered version only):

  • Battle-Scarred: "Worn" weapon appearance; same as "Battle-Tested" above, this weapon kit makes the weapons look dirty for long-time use, along with added tape and string wrapped around various parts.
  • Urban Operator: "Tan" weapon appearance; the gun receives a tan-colored or desert finish, along with added slings around the weapon.
  • Kingpin: "Bling" weapon appearance; some metal parts of the weapon are gold, along with a darker finish on some of the other parts. This weapon kit removes the stock of the gun, but it does not hamper performance in any way. The stock-removing attribute does not apply to the P90 and the "PK-PSD9".
  • Reactive: "Tactical" weapon appearance; as with "Spec Ops", the weapon's appearance will be more modern to a tactical appearance, often with added laser/light modules and sometimes customized muzzle attachments.


The FN P90 TR, a version of the P90 with three accessory rails, appears in COD4. It always has an unusable laser attached to the side rail, and uses H&K Diopter sights as default iron sights.

It is a rarely seen weapon in singleplayer, only occasionally used by some enemies, typically without any attachments. Its sole "special" appearance in singleplayer is in the 1996 mission "All Ghillied Up" with suppressor and red dot sight, and in this case it is anachronistic; while the original P90 was available during that time, the TR variant was introduced three years later.

The P90 deals relatively low damage per shot and has a mediocre accuracy, relying on a high rate of fire and its large fifty-round magazine capacity for its effectiveness. The weapon is easy to wield in multiplayer, so much so that it has been restricted in competitive play due to its "spray" advantage over other weapons.

FN P90 TR - 5.7x28mm. Notably without the laser pointer or HK Diopter sights
The suppressed P90 TR in "All Ghillied Up". It is referred to as "P90-SD", which is odd as 'SD' is the abbreviation for the German word Schalldämpfer, despite the P90 being a Belgian weapon.
"Suzy" wields a suppressed P90 TR as Captain MacMillian melees him with the butt of his M21 in "All Ghilled Up".

Remastered Version

The Remastered P90 TR is once again equipped with an unusable LAM and uses HK diopter sights as default iron sights. The translucent magazine is now fully animated, and visibly depletes as the weapon is fired. The "Reactive" weapon kit notably gains a brass catcher, in addition to a laser module and a compensator/flash hider.

Price observes his handiwork after liberating an irradiated laptop from lounging stalkers. Note the partly-empty magazine, black follower, and somewhat hard-to-see follower spring.
World model and pickup icon for the Remastered "P90-SD."
FN P90 in the firing range, a new feature brought into the remaster.
Aiming the P90.
Removing the magazine.
Pulling the P90's charging handle.
Left side.
Right side. Note the "PS 090" is written on the upper receiver along with some text on the lower that says "MODEL PP090 PROJECT 90 Cal. 5.7x28". The rounds in the magazine have struck primers for some reason.

Heckler & Koch MP5N

The H&K MP5N is often used by "Soap" MacTavish and some of the SAS soldiers, along with the Marines in Russia and Captain "Deadly" Pelayo after her AH-1W "Super Cobra" is shot down, and also by some enemies. The MP5 fires 9x19mm rounds from a thirty-round box magazine. Accurate and decently powerful, it is a popular all-around weapon in multiplayer.

Heckler & Koch MP5A3 with Navy trigger group - 9x19mm
Soap looks down at an MP5N during "FNG."
An MP5N in "Safehouse".

Remastered version

Applying camouflages to the weapon will paint over the weapon's selector markings, but the "Whiteout" weapon kit keeps them intact. The "Urban Operator" kit will change its solid stock into a collapsing one, akin to the MP5A3. The "Battle-Scarred" and "Masterpiece" variants apply wood furnishing to the stock and handguard (with the latter variant also applying to the pistol grip).

Holding the Remastered MP5N, now more to scale with the real weapon. It now features a "Tropical" forend that's more "Tropical" than it is "Slimline" in terms of thickness, shorter sights, and is less anorexic across its length.
Aiming down the sights.
The reload reuses the same basic animation as in the original game.
Racking the charging handle.
Removing a magazine in the inspect animation...
...which is followed by the user rather comically twirling the magazine around his fingers. Note how the bullet marking on the safety position is not crossed out.

Heckler & Koch MP5SD3

"Soap" MacTavish and other SAS soldiers wield H&K MP5SD3 in the prologue and epilogue levels. When a suppressor is attached to an MP5 in multiplayer, it becomes an MP5SD3 with a Navy trigger group.

MP5SD3 with integrated sound suppressor - 9x19mm
Soap holds an MP5SD3 at the start of the mission "Crew Expendable."
Reloading the MP5SD3; like the regular MP5, the fire selector is set to the point where "burst" would be on a four-position trigger group.
An SAS operator with an MP5SD3.

Remastered version

Holding the Remastered MP5SD3.
Iron sights.
Switching magazines.
Cocking the weapon.
An MP5SD3 on the ground
An SAS operator with an MP5SD3.
Soap preps his MP5SD3 shortly before deploying at the start of Crew Expendable. Seeing as he is the "FNG", he has to tighten the suppressor and chamber the weapon (with both actions somehow making the exact same sound) because he forgot to do so on the entire ride over. Either that, or he is breaking the 4th wall and waits to ready his weapon for dramatic/cinematic purposes.

IMI Mini Uzi

Many enemies use the Mini Uzi. Viktor Zakhaev carries one while escorting Al-Fulani to his execution, and while running from Soap, Gaz and Griggs. It has weak damage, firing 9mm rounds from a 32-round magazine, and is incorrectly shown with a reciprocating charging handle. The high rate of fire and bouncing recoil leave its accuracy poor for all but the shortest ranges. This gun is one of six weapons in multiplayer that can have a gold finish. Using alternate optics on the Uzi will remove the rear sight and replace it with a piece of Picatinny rail to mount the optic.

Mini Uzi SMG with stock folded - 9x19mm
Soap holds a Mini Uzi as he discovers a Russian soldier using the dreaded Ostrich Technique.
Viktor Zakhaev with his Mini Uzi in "The Coup".
An Ultranationalist with a Mini Uzi in "Mile High Club".

Remastered version

Holding the Remastered Mini Uzi.
Aiming, which still disregards the rear aperture unfortunately.
Pulling the charging handle. Although difficult to see, the markings on the top of the receiver says, "ALTERATIONS TO THIS FIREARM ARE UNSAFE AND ILLEGAL. READ MANUAL BEFORE OPERATING."
The Mini Uzi on the ground; note the compensator cuts at the end of the muzzle.
Left side of the Mini-Uzi. Note the markings and how the selector switch is correctly set to automatic.
And the right. The bolt looks like it is in half-battery, as if it can't make up its mind...

Skorpion Sa vz. 61

Some enemies use the Sa vz. 61 Skorpion. The side of the weapon reads "Zastava" and "Yugoslavia", despite being modeled after the original Czech vz. 61 Skorpion and not the actual Yugoslavian vz. 61 E / M84 variant that would have a black pistol grip. Its high short-range damage, lack of recoil, and extreme rate of fire make it effective up close, balanced by a slow reload, low capacity (twenty .32 ACP rounds), and weak long-range damage. The weapon also has very little muzzle climb. Due to an early bug in multiplayer, where its damage did not decrease when silenced, the weapon has been banned from all major competitive leagues. The ban is likely for its ability to cause fifty damage at close range (half the regular health, 1/4th of the damage in Old School, and kills in one shot on Hardcore).

Sa vz. 61 Skorpion - .32 ACP
Skorpion Sa vz. 61 in "Blackout."
Reloading the Skorpion.
A Russian Ultranationalist with his Skorpion in "Blackout."

Remastered Version

The shiny new Skorpion.
Iron sights.
Reloading, which shows more proper trademarks.
Charging the vz. 61.
View of the right side of the Skorpion.


Notable weapon kits (Remastered version only):

  • Liquidator: "Tactical" weapon appearance, the weapon's appearance will look more sleek than its original counterparts.
  • Obsidian: "Sleek" weapon appearance; unlike the "tactical" series of weapon kits, this weapon kit intends to make the weapon sleeker and modern, but not "tactical". It does not use cosmetic attachments. It often skeletonizes one part of the weapon, usually the stock.
  • War-Scarred: "Worn" weapon appearance.
  • Competitor: "Racegun" weapon appearance; this variant also alters the foregrip of the gun if attached.

Benelli M4 Super 90

The Benelli M4 Super 90 appears as the "M1014." It has a higher rate of fire than the W1200, but a lower magazine capacity (in multiplayer) and, like the W1200, a slow reload time. It is used by some Marines and by Soap MacTavish in "Safehouse." The player never cocks the weapon on an empty reload, which would mean that a round isn't chambered and the gun couldn't fire (though the pre-alpha versions available online show the player correctly inserting a shell in the chamber, however this happens all of the time instead of only empty reloads). It is not possible to load the weapon's tube magazine when the gun is emptied, as the shell lifter is blocked due to the bolt being locked back. The weapon holds 7 rounds in singleplayer, but only 4 in multiplayer.

This was also the only semi-automatic weapon, prior to a post-release patch, and in the remaster, to not have a ridiculous maximum rate of fire, as it's capped at 300 rounds a minute, as opposed to the 1200 RPM exhibited by the other semi-auto weapons. Said patch also dropped the max ROF for the G3 and M14 down to 444 RPM due to these two weapons being ripe for exploit with modded controllers (or, on PC, the classic trick of binding "fire" to the mouse scroll wheel).

This gun is one of six weapons in multiplayer that can have a gold finish.

Benelli M4 Super 90 - 12 gauge
M1014 information screen
An "M1014" in "Safehouse", having just been used to put several holes in the text at the top of the screen.
The M1014 in the third row under the Winchester 1200.

Remastered version

The "Urban Warfare" weapon kit notably removes the shell holders, as it would otherwise interfere with the wrapped sling around the weapon.

Holding the Remastered Benelli M4 Super 90.
Iron sights.
Loading in a 12 gauge shell.
...and another. Unfortunately, there is still no animation to account for chambering the Benelli M4.
A Benelli on the ground.
Inspecting animation of the M1014.

Winchester 1200

The Winchester 1200 appears as the "W1200" and is outfitted with ATI Shotgun Standard Forend, ATI Classic Heatshield with Sights and Speedfeed pistol grip stock and is used by some of the Marines and many enemies throughout the game. Gaz pulls out a Model 1200 in "Crew Expendable." Lieutenant Vasquez carries one without the stock on his back, although he never uses it. It is powerful at close range, but is slow to reload and cannot even hit anything past ten meters. Marine use in-game can be considered erroneous, as the US Marine Corps use the Mossberg 590/590A1.

A Winchester 1300 Marine fitted with an ATI shotforce pistol grip stock, ATI shotgun standard forend, and an ATI classic heatshield with ghost ring sights - 12 gauge
A heavily modified Winchester 1200 with ATI Classic Heatshield with Sights and Speedfeed pistol grip stock - 12 gauge
"I like to keep this for close encounters."
Gaz draws his Winchester 1200.
A Winchester 1200 in "Charlie Don't Surf". Note that the rear sight is incorrectly placed on the receiver instead of the heat shield.
A Russian Ultranationalist armed with a W1200 in "One Shot, One Kill". Note the two-piece stock.

Remastered version

Holding the Remastered Winchester 1200. This time around, even the front sight is mounted on the barrel instead of the heat shield.
Iron sights.
Pumping the handle after firing a shot.
Reloading. Note the different, ribbed forearm.
Some Winchester 1200s on a table. The new world model incorrectly has the pump in the rearward position while also showing the bolt in battery. Note the Speedfeed pistol grip stock and the ATI shotgun standard forend which has been stylized in the remaster with grip grooves.

Assault Rifles & Battle Rifles

Notable weapon kits (Remastered version only):

  • Don: "Bling" weapon appearance; this one makes the weapon finish gold but removes the stock. Both M16 and M4 will have its buffer tube remain. This does not apply to the "BOS14" and the Honey Badger (despite logically, it should have its buffer tube).
  • Tactical Fighter and Center Mass: "Tactical" weapon appearance; both weapon kits make the weapon more modern and heavily customized, the difference between those two are the colors of the kit chosen.
  • Challenger: "Racegun" weapon appearance.
  • Battleworn: "Worn" weapon appearance; it sometimes make the gun use an older variant of its counterpart.


Most enemies and incorrectly Russian soldiers use the AK-47 instead of the AK-74M. It is modeled after the early Type I AK-47, though it has some custom modeling features on the receiver's cover. It fires 7.62x39mm rounds from a thirty-round magazine. Some of them have GP-30 40mm muzzle-loaded grenade launchers mounted on them.

It is powerful, relatively accurate, and the equivalent to the M16 rifle. The AK-47 has become an established favorite online, and especially in the competitive leagues, for many of the same reasons it has in the real world: it is powerful and flexible, offering dependable performance in nearly every situation. This gun is one of six weapons in multiplayer that can have a gold finish, this one most likely inspired by Saddam Hussein's gold-plated AK-47.

It is fitted with a rail mount resembling some Galil mounts when equipping ACOG or red dot.

AK-47 (Type I) - 7.62x39mm
An AK-47 in "All Ghillied Up".
An AK-47 fitted with an GP-30 grenade launcher in "Charlie Don't Surf".
During the second part of "The Bog," an OpFor soldier takes aim with his AK-47, all the while questioning why his hand has suddenly become intangible.

AKM (remastered version)

In Modern Warfare Remastered, the AK-47's weapon model has been changed to that of an AKM, as indicated by the stamped receiver, the sloped flash hider and the straight stock albeit retaining the AK-47 handguard. An interesting attention to detail is the Cyrillic select fire markings "АВ" meaning "Автоматический" (Auto) and "ОД" meaning "Одиночный" (Single) which indicates Russian manufacture.

AKM - 7.62x39mm
Holding the AKM in Modern Warfare Remastered.
Iron sights.
Reloading. Note the steel-cased 7.62x39mm rounds, which is typical for Russian-produced 7.62x39mm. Also note the factory markings on the receiver meaning the rifle was built in 1970.
Chambering a new round.
A trio of AKMs lie on a table, showing off their defining features. Note the lack of lateral grooves on the handguards commonly found on AKM's and its variants. In addition, note how the select fire switch is correctly set to automatic. Strangely this changes to semi-automatic when viewed in first person.
An AKM found in multiplayer, featuring the "Battleworn" weapon kit, which removes the dust cover, and a PBS-1 sound suppressor.
Firing, which shows off nice details in the receiver, chamber, and gas tube.
A tacticool AKM (courtesy of the "Center Mass" weapon kit) found in a multiplayer match.


A mix-and-match of different Kalashnikovs appears in the game as a submachine gun under the name "AK-74u." Conceptually based on the AKS-74U, it is modeled on the JG "AK Beta-F" airsoft rifle, which is an AKS-47 with a very short front end, an AKS-74U gas block/front sight, flash hider, and rear sight, and black polymer furniture with an RIS rail on the handguard. The version in-game has bakelite magazines, which led to some to believe it actually was a 74; the curve of the magazine and grooves on the magwell give away that it is based on a 47.

In the campaign, it is mostly seen in the hands of Al-Asad's Middle East forces, and has a slower rate of fire than in multiplayer. One with a GP-30 is seen in the S.A.S. armory. While it handles like the other SMGs and its damage is equivalent to the H&K MP5, the AK-74u penetrates walls and other cover like the other assault rifles, a trait it does not share with the other SMGs, though in return its sights also have more pronounced idle sway like an assault rifle. With decent power and accuracy, the AK-74u is an effective close- and medium-range weapon.

Airsoft JG "AK Beta-F" rifle.
An actual AKS-74U for comparison - 5.45x39mm
Soap reloads the "AK-74u" during the mission "Crew Expendable;" note the AK-74-style Bakelite magazine.
An AK-74u on a table.
The AK-74u with a GP-30 above the G36C.

AKS-74U (remastered version)

In Modern Warfare Remastered, the weapon is modeled after an actual AKS-74U, but it is still has the original model's underfolding stock and black furniture. With the "Whiteout" weapon kit equipped in Multiplayer, the magazine is re-textured to look like a Magpul PMAG, with a black finish and a similar textured grip pattern. The key distinguishing difference is that the Soviet-style mag is pinched for the length of the projectile at the front, where a 5.45 PMAG has a uniform body thickness. Like the AKM, the AKS-74U also has Cyrillic select fire markings "AB" and "OД".

AKS-74U - 5.45x39mm
Holding the Remastered AKS-74U.
Iron sights. Despite being remastered, the user still can't seem to aim properly with it, doing his best to ignore the rear sight notch...
Looking down while aiming with a high enough vertical sensitivity setting gives a better impression of what the sight picture should be.
Reloading. Note the markings on the receiver indicating the gun was manufactured in 1979. Also note that the front of the receiver lacks the latch normally used to keep an AKS-74U's stock folded; this is likely a result of the depiction of an underfolding stock, which wouldn't require it.
Chambering a new round after an empty reload.
An AKS-74U lies on a table, giving a good look at the proper 5.45mm magazine and AKMS-like underfolding stock.
View of the other side of the AKS-74U.
The "Whiteout" kit; note the magazine.

Colt AR-15A3

The civilian Colt AR-15A3 (distinguishable by its 16 inch non-stepped heavy barrel and two-position selector switch) is one of the main assault rifles featured in the game, used by multiple factions. The AR-15A3 (a semi-automatic only weapon in real life) is referred to as the "M4A1" and fires in full auto in singleplayer, but as the "M4 Carbine" (the earlier burst-only version) in multiplayer, despite still firing in full-auto. Weirdly enough, the weapon appears to lack a forward assist presumably due to the right side of the weapon being modeled as a mirror of the left side.

The weapon features the earlier four-position collapsible stock, an M16A1 pistol grip and M16A1 flash hider, a KAC RIS handguard (with incorrect six vent holes instead of 7), and lacks a bayonet lug. By default, it is equipped with a KAC foregrip, but it is not visible in third person. What is only visible in third person however are KAC rail covers on whatever rails are not in use (meaning always one on the right side).

When the weapon uses an M203 grenade launcher, the third-person model of the launcher is oddly scaled down to about half the proper size, though the first-person model is scaled correctly. If optics are attached, the front sight/gas block is removed to provide a clearer sight picture, however this raises the same issue as the "M16A4" below.

Attachments available for the AR-15A3 in the multiplayer are: a Sightmark Sure Shot reflex sight, a Trijicon 4x32 ACOG, an M203 grenade launcher, or a suppressor. As expected, the Sure Shot and ACOG replace the carrying handle, the M203 replaces the KAC foregrip, and the Suppressor replaces the M16A1 flash hider. In singleplayer, it appears in four fixed configurations: M4A1 Carbine, M4A1 SOPMOD, M4A1 Grenadier, and M4A1 Suppressed. A fifth, unused M4A1 SOPMOD variant has the same attachments as the M4A1 SOPMOD appearing in-game, but with iron sights instead of a reflex sight. It can be seen in the SAS armory and can be acquired through the "Give All" cheat in the developer's console on the PC version while on the level "All In."

Colt AR-15A3 - 5.56x45mm NATO
Colt M4 Carbine with 4 position collapsible stock for comparison - 5.56x45mm
Knights Armament Company RAS.
"M4A1 Carbine", the regular version is a common US Marine weapon and "Soap" MacTavish's final mission weapon. It is fitted with a Tasco Red Dot reflex scope, an AN/PEQ-2A IR designator, and a KAC foregrip.
"M4A1 SOPMOD", used by some of the SAS soldiers. It is fitted with a Sightmark Sure Shot reflex sight, an AN/PEQ-2A IR designator, an M203 grenade launcher (plus leaf sight), and a suppressor.
"M4A1 Grenadier", used by Captain Price and some US Marines. It is fitted with an EOTech 512 holographic sight, an AN/PEQ-2A IR designator, and an M203 grenade launcher (plus leaf sight).
"M4A1 Suppressed", only used by non-player characters (NPCs). It is fitted with a Tasco Red Dot reflex scope, an AN/PEQ-2A IR designator, a KAC foregrip, and a suppressor. It can be acquired through the "Give All" cheat in the developer's console on the PC version while on any level it is featured in.
An unused variant of the "M4A1 SOPMOD" acquired by the "Give All" cheat and has the same features as the regular variant, but has iron sights instead of a Sightmark Sure Shot reflex sight.
A US Recon Marine armed with an "M4A1 Grenadier". Note the very goofed up proportions of the weapon (and M203) and the right side of the weapon is a mirror of the left side. Also note the lack of front sight/gas block and the fire selector switch set on semi-auto rather than full-auto.
Captain Price with his signature "M4A1 Grenadier" in "No Fighting in the War Room." Note the KAC rail covers on the side rail.

M4A1 (remastered version)

In Modern Warfare Remastered, the weapon is correctly modeled after an M4A1. The weapon gets a cut down front sight retaining the gas block when equipping optics unlike in the original.

Colt M4A1 - 5.56x45mm
Holding the Remastered M4A1 in "Charlie Don't Surf", still featuring the unique-to-singleplayer red dot scope. Note that while it may seem as if the gas block has been incorrectly removed again when mounting optics, a low-profile gas block is actually mounted in place of the regular one. This model only applies to the player's rifle and not any NPCs who have a similar setup and they retain the front sight post.
Draw animation of the M4A1.
Holding another variant, this time with an holographic sight and an M203. Interestingly, the holographic sight model in MWR is only EOTech-like and does not correspond to any real EOTech holographic sight model; according to comments by Raven Software 3D artist Rick Zeng on ArtStation, the fictional holographic sight model is apparently created out of legal concerns.
Reloading. Here we see one of nature's more uncommon sights, being a fire selector correctly set to auto.
Third-person view of the M4A1 in the first singleplayer configuration. Note that the foregrip is missing and is replaced with KAC rail covers on all rails, and how the front sight gas block is still attached in third-person, rather than the cut down one shown in first-person. Also note that in this configuration, the red dot is sitting too low to properly co-witness with the front sight and would make aiming the dot extremely difficult. Lastly, the remastered models have replaced the classic Colt carbine stocks with LE stocks.
Inspect animation of a M4A1/M203 combo, showing off that the former has modeled the right side of the receiver in the player model unlike in the original. Note that the KAC RIS handguard is still modeled with incorrect six vent holes.

Colt Sporter Competition

The "M16A4" in-game is actually modeled after the civilian Colt Sporter Competition, as evidenced by the two-position selector switch and the lack of a bayonet lug. It is used by many of the U.S. Recon Marines; Lt. Vasquez carries an M16A4/M203 combo as his weapon of choice. Whereas the real Colt Sporter Competition is semi-automatic only, the "M16A4" in the game is fully-automatic in single player (like an M16A3), while in multiplayer it fires in three-round burst mode (which would be correct for an actual M16A4). This makes an on-target salvo from the rifle very effective, but also makes misses much more costly, especially in close-quarters when pitted against full-auto weapons.

Optics mounted on the rifle remove the front sight and gas block, which would render the gun unable to cycle automatically after the first shot, and the shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun bolt-action. By default, it is fitted with a KAC M5 railed handguard like a real M16A4 (albeit without the cutout at the front for mounting an M203), but this only occurs in first person; the third-person model appears with the standard M16A2-style handguard instead. When equipped with an M203, the old dedicated M203 heat shield is used instead of the KAC railed handguard.

Colt Sporter Competition with magazine removed - 5.56x45mm NATO
An actual M16A4, for comparison - 5.56x45mm NATO
Jackson holds an "M16A4" in the mission "War Pig."
A player character in multiplayer armed with an "M16A4" fitted with an M203 "Noob Tube," nicknamed such because direct or even reasonably-close hits with its grenades are instant kills.
Reloading; note the Safe/Fire selector switch and the lack of a bayonet lug. Also note the heat shield for the M203.
A promotional image showing a US Recon Marine firing his "M16A4" during the mission "War Pig". Notice that the right side of the weapon is a mirror of the left side, this error is also present on the "M4A1". Additionally, note the American flag patch displayed on the Desert MARPAT uniform; the color scheme is inaccurate and US Marines do not wear flag patches on their uniforms in real life. There is also a M136 AT4 visible on the Marine's back.
Lieutenant Vasquez and another US Recon Marine, armed with "M16A4" rifles during the mission "War Pig". If you look closely at the helmet of Lieutenant Vasquez, you can see that he is wearing a Mich 2001 which is very inaccurate since the USMC uses both the Lightweight Helmet and Mich only.

M16A4 (remastered version)

In Modern Warfare Remastered, the weapon has a Safe/Semi/Burst selector switch and a bayonet lug, making it an actual M16A4, except that for some reason it still has an M4 barrel profile, with a groove to accommodate the front barrel clamp of an M203 ahead of the front sight. It comes standard with 2 less rail covers on the 3 and 9 o'clock rails, and a slightly shorter rear sight (or slightly taller carry handle). The old heatshield is retained when the M203 is equipped, however the model is the same rail-mounted M203 as used on the rest of the assault rifles. This can clearly be seen with the "Battleworn" weapon kit equipped. Like the M4A1, the front sight is cut down when using optics.

Some variants that alter the M16's model including the "Battleworn" kit do not use a heatshield when the M203 is equipped.

M16A4 with railed handguard, AN/PEQ-2 IR designator, KAC foregrip, and Trijicon TA01 4x32 ACOG scope - 5.56x45mm
Holding the Remastered M16A4.
Aiming down the sights.
Reloading; the Remastered M16A4 seems to have gone back to its original G36C-like animations rather than continuing to share the M4's as it has for the last seven years. Note the fire selector properly set to "Burst", although the same model is used on the full-auto version in campaign.
Empty reload.
A pair of dropped M16A4s attempting to replicate the IMFDB site logo. Note the M4 barrel profile, evidenced by the M203 groove. Note that the modeled handguard is correctly the military-issued KAC M5 RAS, featuring the cut-out to accommodate the M203 barrel clamp.
Right side of the "Battleworn" M16A4 with A2 handguards.

Heckler & Koch G36C

The H&K G36C is the first weapon the player get to use in the campaign. It is Gaz's signature weapon, and also used by other SAS soldiers, the Russian loyalists in the mission "Safehouse" and by many enemies late in the game. It anachronistically appears in "All Ghillied Up" and "One Shot, One Kill", both set in 1996; while the production of the original G36 began during that time, the G36C itself was not introduced until 2001. It is always equipped with a Tasco red dot scope in singleplayer.

It is incorrectly depicted with a magazine that is released by flicking the weapon downwards akin to an AR magazine; G36 magazines are removed by actuating the paddle forward of the trigger guard, similar to the AK-47. Its front sight is removed when the red dot scope is equipped. Because of how low the red dot sits, the rear sight is visible when aiming down the red dot sight; the Remastered Edition corrects this by putting the red dot on a riser, but still removes the front sight when the red dot sight is used.

It has slightly heavier recoil than the "M4A1", but a higher rate of fire and much less sight sway, and deals the same damage per shot.

Heckler & Koch G36C - 5.56x45mm NATO
"Soap" MacTavish holds a G36C fitted with a Tasco red dot scope during the mission "FNG" as he looks over a second cut section of the tutorial, movement training. Both training areas on the South side of the complex were cut from the final game (though the areas themselves are still present), but were re-added in the Remastered version.
Soap reloads his G36C on the firing range; note the fire selector set to semi-auto. The "translucent" magazine is rather obviously just a solid box with bullet textures on the sides. Note the lack of the front iron sight.

Remastered Version

H&K G36C in idle.
Aiming the G36C, perhaps one of the most prolific sight pictures in modern first person shooters.
Disregarding the established bays next to him, this Marine lets the range safety officer know who is boss...
Reloading a fresh translucent magazine. Like the P90, the translucent magazine is now fully animated, depleting as rounds are expended.
Giving the charging handle a tug.
Right side of the G36.
The singleplayer G36C; note the red dot sight now sits on a riser.
ADS of the Tasco reflex sight.

Heckler & Koch HK91A3

The Heckler & Koch HK91A3, designated as a "G3" in-game, is a common battle rifle used by enemy factions, using 20-round magazines. It is distinguished from actual similar G3 variants (like the similarly collapsible stock Heckler & Koch G3A4, which the weapon is likely standing in for) by its lack of a paddle magazine release and two position fire selector (which is always set to safe, even with the animation for picking one up off the ground showing the player release the safety with his left hand). While firing in full-auto in singleplayer, it is restricted to semi-auto in multiplayer, but with a greatly increased maximum rate of fire (1200 RPM vs 600 RPM).

HK91-A3 with factory telescoping Stock - 7.62x51mm NATO
"G3" as in-game.
Holding the HK91A3 in "All Ghillied Up".
Sgt. Paul Jackson reloads his captured HK91A3 in "Shock and Awe". Note the lack of a paddle release, indicating that it is an HK91A3 instead of a G3A4.
An OpFor soldier wields a HK91A3 in "The Bog."

Remastered version

Whereas most of the other weapons were replaced with the proper models they were named after for Remastered, the HK91A3 has made it into the new version with no significant modifications to turn it into any version of the Heckler & Koch G3. Nevertheless, the "Battleworn" weapon kit gives it an early G3 wooden buttstock and a CETME Model C handguard.

Holding the Remastered HK91A3. Note that the caliber readout on the HUD (located below the reserve ammo count, more visible at full size) incorrectly states it to be chambered in 7.62x39mm.
Iron sights.
Empty reload.
Releasing the charging handle.
An HK91A3 lies on the ground. The continued lack of the paddle magazine release from an actual G3 like the game is still claiming it to be is apparent.
Equip animation of the HK91A3, where the character slaps the fire selector off of safe.
Why you would do this with the supporting hand instead of the dominant thumb is a mystery for another time. At least the selector actually moves with the character's finger this time.
Right side of the HK91, which shows the non ambidextrous fire selector.
CETME Model C - 7.62x51mm NATO
Equipping a "Battleworn" HK91 with CETME Model C wood furniture and an ACOG scope.
A tacticool HK91. Note the rail riser on top of the rail mount because the sight has to have the same elevated plane as the HK claw mount (seen in the above screenshot) that is used by default.


The M14 with a shortened barrel appears exclusively in multiplayer with a black stock, silver Knight's Armaments RAS, a silver RAS scope mount, and black rail covers on the side rails. It has a twenty-round magazine, and is classified as an assault rifle. Like the G3, the semi-auto sniper rifles and pistols, its maximum rate of fire is a ridiculous figure of 1200 RPM. The bolt does not lock open upon emptying the weapon.

It should be noted that the weapon lacks the bayonet lug under the front sight, and the third-person model also lacks the fire-control lever, making it resemble the Springfield Armory M1A civilian version.

M14 select-fire rifle - 7.62x51mm NATO
Springfield Armory M1A with synthetic stock - 7.62x51mm
M14 information screen in-game.
An M14 in-game.

Remastered Version

In Modern Warfare Remastered, the weapon has the bayonet lug, and the select-fire lever is replaced by a button lock (which is now properly seen in third person). The optic mount is now only present with an optic. An M14 with a torn-up wooden stock is present in the Multiplayer as part of the "Battleworn" weapon kit. Like in the original game, the bolt does not lock back upon being emptied.

M14 semi-automatic rifle - 7.62x51mm NATO
M14 in idle.
ADS view. The markings on the receiver read, "U.S. RIFLE 7.62MM M14 RESTRICTED" followed by a serial number. The exact same inscription also appears on the M21.
Reloading a 20-round magazine.
Chambering a round.
Inspecting the M14. It still has the short SOCOM 16 style barrel of the original.
The animation ends with a lovely brass check.
The "Batleworn" M14 with a worse-for-wear wooden stock.
The iron sight view is a bit more clean thanks to the removal of the KAC RAS top cover.

Sturmgewehr 44

The Sturmgewehr 44 only appears in multiplayer, referred to as the "MP44" (as it was in earlier Call of Duty games). It is powerful with no sway whatsoever while aiming (which it shares with the burst firing M16 and the 2 semi-auto rifles in its class), but has high recoil and low accuracy during sustained fire. It appears as a nod to the previous Call of Duty games, and is also the same model of the STG-44 from Call of Duty 2. It is incompatible with the attachments available for other assault rifles (another throwback to the earlier titles, where weapons could not be modified beyond adding scopes to bolt-action and semi-auto rifles), but it can still accept camouflage.

Sturmgewehr 44 (MP44) - 7.92x33mm Kurz
MP-44 information
An MP44 in multiplayer.
Reloading the MP44 on the multiplayer map "Countdown". The MP44's reload is partially based on the AK-47's, and it also reuses the AK-47's firing sounds.

Remastered Version

The Remastered Sturmgewehr 44.
StG-44 iron sights.
Removing the magazine
Inserting a fresh mag.
Chambering a new round.
Showing off the prized MP44. As with Battlefield V, the recoil spring is erroneously present behind the charging handle; it should rat-tail into the stock like the original FN FAL.
The right side shows the dust cover is absent, unfortunately.
The StG-44 with a tacticool kit in MP. In this case the recoil spring would have to be relocated from the nonexistant fixed stock.

Sniper Rifles

A programming bug makes all weapon scopes use the "scope_overlay_m40a3" image (the M40A3 reticle) rather than their own; the game files contain seven other reticle models, including two separate ones for the M21. Unfortunately, this error was not corrected in the remastered edition, though the M200 Intervention does use a unique reticle of its own by default. Sniper scope reticles can be customized akin to red dot sights in the remaster.

Notable weapon kits (Remastered version only):

  • Slate: "Sleek" weapon appearance, often finished in black. The scopes are sometimes customized with a cosmetic ballistics computer.
  • Assassin: "Tactical" weapon appearance, with its furniture changed.
  • Ghille: Outfits the weapon in a ghillie camouflage, akin to the unique M21 in the singleplayer campaign.

Barrett M82A1

The Barrett M82 appears in both singleplayer and multiplayer as the "Barrett .50cal". It appears only once in the single player campaign, during the level "One Shot, One Kill" as a stationary weapon (with variable zoom and unlimited ammunition), which Lieutenant Price uses to take the titular shot.

Much is made of the supposedly realistic ballistics in "One Shot, One Kill;" a long list of factors affecting the shot is given, but the only two actually accounted for are bullet drop due to range and deflection due to wind; the weapon does fire modelled projectiles in this sequence rather than using hitscans. The actual purpose of the long-range shot is rather less than realistic; the first shot the player fires which intersects Zakhaev's hitbox will always curve and hit his arm no matter where it was aimed, while all subsequent shots, regardless of aim, will curve away and miss him. This odd "force field" is later seen again when the player is tasked with firing RPGs at a Mi-24 Hind with Zakhaev in it, and they will always curve away from it to miss.

It is an unlockable weapon in multiplayer, where it is the most powerful rifle available.

Barrett M82A1 - .50 BMG
M82A1 information screen
The M82A1 used in "One Shot, One Kill". A photo of the target is to the weapon's left. Apparently this weapon comes with two bipods, as one is folded up against the weapon, and one is deployed. The front sight is also up, when it should be down, as it obstructs the scope's view. This Barrett apparently also has the ability to remain level despite not resting on anything.

Remastered version

In Modern Warfare Remastered’s multiplayer, the "Assassin" weapon kit places the M82A1 into a fictional chassis that features a full length RIS rail, giving it some resemblance to the Barrett M107.

The remastered version of the scene mentioned above. Note that the front sight, bipod, and floating issues have been fixed.
Barrett M82 on the updated MP map Ambush.
Looking down the scope at what's left of the Abrams' armament.
M82 mid-firing. A .50 BMG shell can be seen just through the rear sight.
Unloaded a spent magazine.
Rocking in a new one.
Charging the Barrett.
"Tickling" the M82. Note the markings and how the safety is also on.
The M82A1 in a fancy chassis.

SVD Dragunov

All enemy snipers use the SVD Dragunov. It is a semi-popular weapon in multiplayer, as it has the best damage multipliers of its class (shared with the Remington 700), but this comes at the cost of much stronger and more random recoil than the M21. This gun is one of the six weapons in multiplayer that can have a gold finish.

SVD Dragunov sniper rifle - 7.62x54mm R
SVD Dragunov in-game.
Jackson armed with an SVD Dragunov in-game.
The SVD on a table with a few spare mags.
A Russian Ultranationalist holds an SVD Dragunov during "All Ghilled Up."

Remastered version

Holding the Remastered SVD.
A view through the still incorrectly-reticuled PSO-1 scope.
Replacing the magazine.
Chambering a new round.
An SVD lying on a table.
Inspecting the Dragunov, which has the same thumb animation as the M82.


The "M21" sniper rifle in-game is actually modeled after a scoped M14, as evidenced by the presence of a fire selector on the right side; the real M21 has a button lock instead (as with many of the issued M14s), rendering it semi-auto only. Note that in third-person view, there is no fire-control lever at all (just like the world model of the "M14"), making the weapon resemble a scoped Springfield Armory M1A.

The weapon is available in both suppressed and unsuppressed versions, and both SAS and Marine snipers are seen using it it. It is fitted with a "Leupold Mark 4 6.5-20x50mm ER/T" scope (and a silver RAS mount for that scope), silver Knight's Armaments RAS, black rail covers on the side rails, a bipod, and a ten-round magazine. The rear end seems to be enlarged in-game, most likely something to do with the scoping-in animations working properly, and the whole thing is also mirrored.

A unique suppressed and camouflaged ghillie M21 is used by both Soap in "Blackout" and Price and MacMillian in the two flashback missions. Outside of these missions, the M21 remains unsuppressed, and there is no option to suppress it in multiplayer, like the rest of the sniper rifles.

M14 select-fire rifle fitted with a bipod - 7.62x51mm NATO
An actual M21 for comparison; note the button lock in place of the fire selector above the trigger guard.
"M21" information screen.
The weapon in multiplayer.
Price's suppressed "M21" in "All Ghillied Up".
Captain MacMillian with his suppressed rifle in "All Ghilled Up."
Reloading. If you pay close attention, you can see that the magazine release lever is stuck forward when the magazine is removed, which is also the case for the "M14". This would indicate the lever is broken, therefore useless at its sole function and the magazine is only kept in place during normal gameplay by some form of magic.

M21 sniper rifle (remastered version)

The weapon in Modern Warfare Remastered is now correctly modeled after an M21, and the third-person model properly displays the button lock.

M21 sniper rifle - 7.62x51mm NATO
M21 in the Remastered multiplayer.
Scope view.
Reloading the M21.
Brass-check animation; same as the M14, although the scope and its rail unfortunately block most of the view.
The ghillie-camouflaged suppressed M21 in "Blackout".


The M40A3 is only usable in multiplayer, most likely due to a USMC sniper mission being cut from singleplayer, and it is similar in performance to the R700 - more accurate and almost as powerful. It holds five rounds in an integral box-magazine which has to be loaded one bullet at a time. A M40 rifle with a desert camo stock can be seen in the SAS armory. In multiplayer, it is generally the most popular sniper rifle, due to an oversight that increases its base damage when attached with an ACOG scope.

M40A3 - 7.62x51
M40A3 rifle in-game.
An M40A3 in the multiplayer map, "Crash".

Remastered version

In Modern Warfare Remastered’s multiplayer, the "Assassin" weapon kit places the M40A3 into a custom chassis similar in style to the Cadex Defence Strike Dual rifle chassis.

M40A3 in idle.
Aiming the M40A3.
Cycling the bolt.
Reloading, note the 7.62x51mm cartridge in the character's hand.
The M40A3's inspect animation. Note the markings indicating the caliber, serial number, and model designation.
Similar to the M14/M21, the user performs a chamber-check.

Remington Model 700P

The Remington Model 700P appears as the "R700." It is very powerful but has the shakiest scope view, heavy recoil, and frequently misses where it as actually shooting. It only appears once in the single player campaign, used by "Soap" MacTavish at the beginning of "Sins of the Father." It holds four rounds in an integral box magazine and has to be loaded one bullet at a time, like the M40A3. Though the M40A3 is very much the same weapon, they have slightly different attributes in-game.

Remington Model 700P LTR - 7.62x51mm NATO
R700 information screen.
Remington Model 700P in-game.

Remastered version

Similarly to the M40A3, the "Assassin" weapon kit places the Remington 700 into a chassis comparable to the Cadex Defence Strike Dual rifle chassis.

The updated Remington 700.
Cycling the bolt; same as the M40A3.
Reloading the R700.
Inspecting; unlike the M40, the user does not perform a brass check.
Due to a bug, the R700 has the scope rail of the M40A3 clipping into its own scope mount in the "Sins of the Father" level.

Machine Guns

As mentioned before, the game and its remaster classifies all machine guns as "light machine guns" in multiplayer menus, which is incorrect. The M60E3 featured in the game is a general-purpose machine gun, as well as the PKM in the remastered version of the game.

Notable weapon kits (Remastered version only):

  • Czar: "Bling" weapon appearance; golden appearance, but with a removed stock (with the PKM and the "Bered MK8" being exceptions).
  • Warfighter: "Tactical" weapon appearance, with its furniture changed. This alters the foregrip attachment on some weapons.
  • Wartorn: "Worn" weapon appearance, often with tape attached around it.


The RPD is the most common support weapon of the OpFor and Ultranationalists in the single player campaign, equipped with a hundred round belt box. Mounted RPDs are usable in "Shock and Awe" and "Safehouse," which never run out of ammunition. It is the most accurate machine gun when aiming down the sight (even without an ACOG or red dot sight), but has poor hip-fire accuracy and takes almost ten seconds to reload. It is incorrectly seen in the hands of Russian troops in 1996 and 2011, who have actually switched to the PKM decades before.

RPD Light Machine Gun - 7.62x39mm
In-game description
The RPD in-game.
Iron sights.
An OpFor soldier aiming an RPD in "The Bog", accepting the fact that his hand has become one with the magazine.

Remastered version

An excellent attention to detail in the remastered version is that the ammunition belt of the RPD and other machine guns will correctly correspond to the number of remaining rounds, a break from most FPS games where the ammo belt will always be full and then either suddenly disappear when a reload is triggered, or simply never run out.

Holding the Remastered RPD.
Iron sights.
Replacing the belt. When reloading with a sight attached, the player character pushes the dust cover down with their fingers, rather than slamming it down with their fist.
Charging the weapon. No, these screenshots aren't in reverse order for no reason; the reload has actually been modified so the handle is racked after replacing the belt, even though both are OK and the RPD can be charged before or after replacing the belt.
An RPD on the ground.
Left side of the RPD.
Right side. Although difficult to see from this angle, on the top cover there is a triangle with a 46 inside followed by a serial number outside. RPD's made in China (Type 56) follow this pattern although this model lacks the Chinese characters found on the real weapon.
Firing the mounted RPD in "Safehouse;" the muzzle flash illuminates the triangle "46" stamping.


The M60E3 appears, incorrectly referred to as the M60E4, which has a much shorter barrel and larger handguard than the E3. It only appears once in the single player campaign, at the very end of the final mission, dropped by an Ultranationalist getting out of a troop transport truck. It also appears in the hands of one of Zakhaev's bodyguards in the final scene. It has a higher rate of fire in single player than in multiplayer. It fires 7.62x51mm rounds from a hundred-round belt box. It is the strongest machine gun in the game, but it suffers from damage drop-off at long ranges and also takes almost ten seconds to reload. This gun is one of the six weapons in the original multiplayer that can have a gold finish.

M60E3 machine gun with the full length barrel - 7.62x51mm NATO
M60E3 as ingame. Note that it lacks the vertical grip that's on the real one, although it can have a grip attached with the appropriate attachment.
An M60E3 in multiplayer as its user gives himself a promotion.

Remastered Version

Looking at the Chernobyl V.I. Lenin Nuclear Power Station, M60E3 in hand.
M60 iron sights.
Tugging the bolt back at the start of a reload. While the RPD and the M249's animation steps were reversed, which could be chalked up to the devs pandering to complaints since the original release about machine guns' reloads being "backwards", the M60's animations are left exactly as they were. Also note the markings on the barrel near the rear sight which correctly identifies the weapon as the E3 model. Strangely, additional markings can be found behind the trigger group on the left side near the stock, which states the weapon is the M60E4/Mk43.
Placing a new 100-round box magazine.
Feeding in the 7.62x51mm belt.
Closing the feed cover of the M60.
Right side view.

M249 SAW

The M249 SAW appears in the game, used by the US Marines (most notably Staff Sergeant Griggs) and members of the SAS (standing in for the FN Minimi). The M249 loads a hundred-round belt of 5.56x45mm. Its rate of fire is greater than the RPD or M60, but it does less damage per bullet. Its recoil is greater in single player than in multiplayer. It can mount a grip, ACOG scope, or red dot sight in multiplayer. Extremely powerful and fast-firing mounted M249 machine guns can be found on some multiplayer maps - like the mounted RPD in the campaign, these mounted guns never run out of ammunition.

M249 SAW (Squad Automatic Weapon) - 5.56x45mm (note heat shield over barrel and bent, finger grooved handle. The FN Minimi lacks these features and has a straight 90 degree handle.)
M249 SAW as used in-game.
An M249 SAW in "War Pig."
Iron sights.
A US Marine fires his M249 SAW at OpFor forces.
Staff Sergeant Griggs aims his M249 as the doors to the launch facilities control room open.

Remastered version

Holding the Remastered FN M249 SAW.
Iron sights.
Replacing the belt.
Closing the feed cover.
Pulling the charging handle. Like the RPD, in Remastered it is now done after replacing the belt; for reference's sake, the real M249 can be cocked either before or after loading a new belt.
Third-person view of the M249 SAW.
Inspecting the M249 SAW, showing off the detail inside the receiver. Note the character actually pressing the latches that open the top cover with his left hand, another one of nature's unusual sights in video games.
The updated turret variant of the M249, which is now missing its front sight for some reason.

Grenade Launchers

Assault rifles in COD4 can be equipped with underbarrel grenade launchers. The launched grenades feature a range detonation safety, but has a lethal impact damage. Their propensity to instantly kill anyone at any range (especially with the "Sonic Boom" perk) with either a direct hit or an explosion has earned them the derogatory nickname "Noob Tube".

GP-30 Grenade Launcher

The GP-30 grenade launcher is seen on the AK-47 only and is mislabeled as a GP-25; the quadrant sight for the launcher is mounted on the right-hand side of the weapon, while the GP-25's would be mounted on the left. One is also seen mounted on an "AK-74u" in the SAS armory. While the grenades do the same damage as the M203's, the GP-30 has a much faster draw time, but slightly slower reload.

The GP-30's reload animation incorrectly uses 40x46mm grenades instead of the proper VOG-25 grenades. The developers apparently also assumed that the GP-30 fires cased grenades (the real VOG-25 grenades are caseless), as the reload animation starts with a downwards flick to eject a "casing"; because the game lacks a standalone casing model however, the ejected object is actually a full 40mm grenade.

While this could be explained as simple laziness, it may not be a coincidence that this is how one would reload an Airsoft GP-30. In these launchers the "grenade" is an inert frame containing a gas reservoir and a set of channels holding BBs, and remains in the launcher after being "fired." These launchers are often compatible with standard Western-style 40mm "grenades" for Airsoft M203s.

Due to what is likely a case of aggressive asset recycling, all VOG-25 grenade launchers' reload animations in the series up to Ghosts involve the ejection a nonexistent casing, using a full grenade model. The Infinity Ward games (barring the updated remasters and the 2019 Modern Warfare reboot and its sequels, nine years later) have the additional dubious quality of consistently using the Western grenade model to stand in for the VOG-25 in the reload animations, with Treyarch's Black Ops games using a correct VOG-25 model with the incorrect casing ejection animations.

GP-30 grenade launcher mounted on an AK-74 - 40mm & 5.45x39mm
Reloading a GP-30 mounted on an AK-47.

Remastered version

The Remastered AKM's grenade launcher in use, still modeled after a GP-30.
Reloading the GP-30 after firing. Not only it loads a proper VOG-25 grenade, but also nine years after its introduction to the series, the GP-30 finally demonstrates that its grenades are caseless and as such do not require the launcher to be flicked.
Sliding the new round into the weapon.
An AKM with a mounted GP-30 lies on a table.

M203 Grenade Launcher (Airsoft)

An airsoft version of the M203 grenade launcher, distinguishable by its distinctive RIS mount and lack of a trigger guard, appears as the standard grenade launcher attachment for all assault rifles except the AK-47 (which uses the GP-30) and StG 44 (which cannot equip any attachments). Equipping an M203 prevents that class from using Perk 1. When mounted on the "M4A1" and "M16A4", the third-person model's lower receiver height is stretched and gives it a somewhat silly appearance, and the M203 itself is too small in scale in third-person, by about half.

When reloading, a full 40mm grenade stands in for the grenade's casing, likely because a standalone casing model was never created.

Airsoft M203 made by G&P - (fake) 40x46mm. Note the RIS mount, the one in-game is missing the knobs for some reason, but the rest of the mount is present. It's also worth noting that G&P's version of the launcher comes with the trigger guard removed, meaning this is most likely the exact make and model of airsoft M203 used to model the in-game one.
A US Recon Marine armed with an "M4A1", fitted with an EOTech 512, an M203, and an AN/PEQ-2A.
The M203 mounted on an "M16A4".

Remastered version

M203 mounted on M16A4. Unfortunately, the launcher is still modeled after an airsoft version in Remastered.
Ejecting a spent casing; unlike the original game, this time the spent casing is actually a modeled spent casing.
Inserting a new grenade.
Third-person view of the M203.

Rocket/Missile Launchers

FGM-148 Javelin

The FGM-148 Javelin anti-tank guided missile launcher is used in the single-player missions "War Pig" and "Heat" to destroy enemy tanks; it is single-shot and requires a lock-on to fire and can only lock onto (and thus fire at) those tanks; in-game the entire unit, launch tube and command launch unit combined, is discarded after firing for the user to pull a new fully-formed one out of nowhere. A direct-attack mode Javelin can be found near the missile silos on "All In." In both modes the Javelin is shown firing at impossibly short range: it climbs practically vertically rather than at a steep diagonal, and should not be able to hit targets closer than 160m in indirect mode or 65m in direct mode.

FGM-148 Javelin - 127mm
CoD4's Javelin is stuck in top-attack mode, hence the vertical trail from the descending missile.
The Javelin seems to be suffering from a broken missile; the light at the bottom should be red and indicates a missile BIT (Built-In Test) failure, while the red "CLU BIT failure" light on the left, which comes on while the weapon is locking, indicates the computer is having problems too. The amber "missile not ready" light flashes just as the weapon is fired. At least one of the WFOV and NFOV lights should be on at all times, since these are the two field of view options for the launcher.

Remastered version

Holding the Remastered Javelin.
Aiming at some OpFor tanks.
"A guided missile, an assault rifle and a wingmirror? Wow, this is the best Christmas ever!"

FIM-92 Stinger

FIM-92 Stingers appear in enemy weapons caches in "Hunted" and "All Ghillied Up," though using one in the latter mission runs counter to its stealth aspect. They are used against enemy helicopters. As to why NATO MANPADS happen to be conveniently lying around Ukraine and Russia, just waiting to be used against Mi-8s and Mi-24s is another mystery in entirety.

While the Stinger has yet to acquire the later-series ability to generate digital targeting boxes with its iron sights, it is still very inaccurately portrayed: the player character does not insert a BCU into the weapon before firing (something which is needed to give a 45-second window when the weapon can actually be fired) meaning it is apparently powered by some kind of integral perpetual battery and thermodynamics-reversing unit, and the missile is shown as seeking straight out of the tube rather than flying in a straight line for 660 feet before it can track anything.

FIM-92 Stinger with IFF interrogator - 70mm
Soap demonstrates his failure to realize that the whole point of this sight is the target is supposed to be far away enough that it fits entirely inside the circle. The rear sights (which are used for target leading) are totally missing.
Three Stingers lying by a weapons cache.

Remastered Version

Soap ponders how his Stinger has come to be infested with brightly colored ridges.
Locking on to the same Mi-8 from above.

M136 AT4

Some Marine NPCs have an M136 AT4 strapped to their packs. It was cut as a usable weapon from the final game, but is accessible in "Shock and Awe" through the "Give All" cheat.

M136 AT4 - 84mm
The same promotional image as in the M16A4 section; a US Recon Marine firing his M16A4 with an M136 visible on his back.
The AT4 in "Shock and Awe" after using the "Give All" cheat. Note that there is no reload animation and that it is treated as reloadable as the weapon was scrapped during development.

Remastered version

An M136 AT4 on the back of a marine.
The AT4 on the ground after having been fired.


The RPG-7 is commonly seen in enemy hands and can be used by the player in-game. In multiplayer, it is a good weapon against helicopters but has abysmal accuracy at long range due to the round spiraling unpredictably. While the abysmal accuracy uncharacteristic of the real RPG-7 is likely implemented for game balance, the in-game rockets do not deploy their stabilizing fins after launch, giving them a more Watsonian explanation.

RPG-7 - 40mm
An RPG-7 in "Charlie Don't Surf".
Reloading; a rocket is inserted, and twisted slightly. This exact animation (complete with the player character forgetting to cock the hammer on the front grip that is needed to actually fire the weapon) has been reused for every single RPG-7 in the entire series (prior to Modern Warfare (2019)), including the Airtronic RPG-7 in Black Ops II. The same process is repeated for the Panzerfaust 3 in Ghosts.
A pair of Opfor RPG-7s on a table, along with 3 spare rockets; note that the latter are just that - rockets, without the rear-mounted booster charges that get them initially moving out of the launcher. These rounds would realistically be unfireable, and more or less useless.

Remastered version

Amusingly, after the August 8, 2017 update, the player is able to use an RPG-7's warhead as a melee weapon called "Danger Close". One of the animations involves the player character juggling with three warheads and then throwing away two of them, resulting in two explosions being heard.

Holding the Remastered RPG-7.
Iron sights.
The start of a reload; sadly, the aforementioned errors regarding booster charges and hammer cocking were not fixed in this version.
The new warhead inserted.
A pair of RPG-7s with additional rockets on a table.
Inspecting the RPG-7.


The RPG-26 is seen strapped to the packs of several Ultranationalists, with textures burgled from the AT4 model rather haphazardly applied to it.

RPG-26 - 72.5mm
An RPG-26 on the back of a Russian Ultranationalist.

Remastered version

The unused RPG-26 in the remaster, strapped to the back of a Russian Ultranationalist wearing classic American frogskin camo, a pattern which was never printed on the Russian M88 jacket in reality.


M67 Hand Grenade

The frag grenades seen in-game are M67 hand grenades. They bounce much greater than their real-world counterparts and inflict damage solely through concussive force. In singleplayer, the player begins each level with four grenades. In multiplayer, everyone has one grenade and can choose a perk to carry three.

M67 Hand Grenade
A player about to pull the pin on an M67 grenade and throw it. The grenade, not the pin.

Remastered version

Pulling the pin of the Remastered model.
Some M67 grenades on a table.
A pair of boxes of grenades.

M83 Smoke Grenade

The Smoke Grenade in COD4 is the M83 smoke grenade; they feature incorrect M18 smoke grenade textures. In singleplayer, they only appear in "All In" and "Heat." In multiplayer, they are a secondary grenade option. Smoke grenades in multiplayer cannot be used in conjunction with the "Special Grenades x3" perk.

It is likely that the smoke grenade model is a retextured version of the AN/M8 HC smoke grenade model from Call of Duty 2. This smoke grenade model would continued to be used by Infinity Ward, M18 textures included, all the way into Modern Warfare 3.

M83 smoke grenade

M18 (remastered version)

In Modern Warfare Remastered, the M83 is replaced with the M18 smoke grenade.

M18 smoke grenade
Pulling the pin of an M18 smoke grenade.
Smoke grenades on the body of an OpFor soldier.
More smoke grenades are seen on his belt.
Zakhaev's mercenaries also have M18s.

M84 Stun Grenade

M84 stun grenades appear as the Stun and Flash Grenades, oddly having its uses split between the two. Stun Grenades slow down players in the blast radius greatly and causes mild visual disruption. Flash Grenades fully blind players and merely prevents sprinting instead of slowing down all movement. In multiplayer, a player can select either a flashbang or a stun grenade as special grenades, and carry three with a perk. Flashbangs have a green stripe, while Stun Grenades have a red stripe.

Very oddly, the COD4 Stun Grenade icon does not show an M84 stun grenade, and instead shows a very dark AN/M8 HC smoke grenade, a model likely recycled from Call of Duty 2.

M84 stun grenade
Three M84 stun grenades on a crate with an SVD Dragunov in "Ultimatum".
An M84 stun grenade in mid-air on the multiplayer map, "Crash".

Remastered version

Pulling the pin of the Remastered model.
The M84 stun grenade about to be thrown.
A pair of stun grenades on a table.

M18A1 Claymore

The M18A1 Claymore appears in the single-player levels "Blackout" and "One Shot, One Kill." They are also available in multiplayer, where a player can equip two Claymores as a perk. They are depicted with laser proximity detonators rather than the real Claymore's command detonation.

M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch.
The player character holding an M18A1 Claymore.

Remastered Version

M18A1 Claymore in-hand and deployed.
Looking at the infamous message embossed on the front of the Claymore.


C4 packs are issued in certain singleplayer missions and available in multiplayer by equipping the C4 perk.

More strangely, the M57 firing device (commonly called the Clacker) used to detonate the C4 is also pulled out when the player calls in killstreaks in multiplayer, as if it was a radio. The Clacker is replaced with more proper radios and tablets in the Remaster.

A C4 pack on the ground in "One Shot, One Kill".

Remastered version

A deployed C4 pack.
Looking at a C4 pack in hand.

Mounted Weapons


The M240C can be seen mounted coaxially on the M1A1HA Abrams.

FN M240C - 7.62x51mm NATO
The M240C is visible to the left of War Pig's main gun.


The M240D is seen mounted on the loader's hatch of the M1A1HA Abrams tanks in several missions.

FN M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO
The M240D can be seen on top of War Pig as it advances.

Browning M2HB

The Browning M2HB is seen mounted on the commander's hatch of M1A1HA Abrams tanks in several missions. It is not supposed to be available to the player at any point, but a usable M2HB on a stand is outside the map in "Charlie Don't Surf," accessible by exploiting a bug.

Browning M2HB on vehicle mount - .50 BMG.
The M2HB is the further away of the two guns, mounted on the commander's hatch.

Remastered version

Right side view of the M2HB.
Left side.
A closer look at the barrel.

General Dynamics GAU-17/A

The General Dynamics GAU-17/A appears as a usable stationary weapon mounted on a downed helicopter in the mission "Heat" and is used by a door gunner on a Black Hawk in both "Crew Expendable" and "The Sins of the Father." That the M134 in "Heat" works at all is miraculous: an aircraft-mounted M134 is attached to the craft's electrical system, since it needs external power to function. This had been proven fairly recently in 2002 during the Battle of Takur Ghar / Roberts Ridge in Afghanistan, when the downed MH-47 Chinook Razor 03 could not return fire with its miniguns due to damaged electrical systems. Unlike later Modern Warfare games it does not have a slotted flash hider, but does have the additional barrel discs of a GAU-17 rather than the single clamp of a Dillon Aero model.

General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
"Soap" MacTavish uses the M134. Oddly, while the crashed Black Hawk is present in the night level set in the same area, the M134 is not. Clearly it was fitted in the interval by the same FPS elves that sweep up ejected brass and discarded mags. Note here "GAU" is even printed on the top of the weapon.
An M134 leans against a cabinet in the SAS armory at the beginning of the game.

Remastered version

Going to work with new "Heat" minigun.


KPV heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by OpFor forces. Jackson destroys one in "The Bog" in order to clear the sky for AH-1 helicopter support. Many other ZPUs are also present in the same mission and its multiplayer variant. The OpFor also have ZPUs emplaced on rooftops and use them to engage the invading marines at the beginning of "Shock and Awe".

That very same ZPU model would be later reused in three more Call of Duty games.

KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm
The KPV machine guns in the ZPU-4 mount with its deceased gunner.
Another view.

Remastered version

The remastered ZPU-4 emplacement.
As seen from another view.

Mk. 19 Automatic Grenade Launcher

The Mk 19 grenade launcher appears as a usable weapon mounted on a CH-46 Sea Knight helicopter in the mission "Shock and Awe," its use governed by a heat gauge.

Mk 19 grenade launcher in vehicle mounting - 40x53mm.
Mk. 19 in-game.
A Mk. 19 sits on the ground of the SAS armory at the beginning of the first level.

Remastered version

In the Remastered introduction to "Shock and Awe," a new animation shows Sgt. Jackson loading the Mark 19.
Loading in the 40mm belt.
Chambering the Mk. 19.
Sgt. Jackson actually gets to use his hands this time rather than the Infinity Ward-brand turret telekinesis.
A full view of the weapon with the grenade belt.

M242 Bushmaster Chaingun

An M242 Bushmaster Chaingun can be spotted mounted on an M2A2 Bradley IFV in the multiplayer map "Ambush".

M242 Bushmaster chaingun - 25mm
An M242 Bushmaster mounted on an M2A2 Bradley. The player is holding a Heckler & Koch G36C fitted with a red dot sight.

Remastered version

The Bushmaster cannon in the remaster of "Ambush."


OpFor and Ultranationalist BMP-2 infantry fighting vehicles are modeled with the coaxial PKTM machine gun, although they only appear to use the 2A42 autocannon.

PKT machine gun with 250-round ammo drum - 7.62x54mm R
Soap observes the hardware of an empty BMP.

Kurzer 8 cm Granatwerfer 42

An unusable Kz 8cm GrW 42 mortar can be seen on the never-used explosive training range on the South side of the SAS base in "FNG." This model is actually lifted directly from Call of Duty 2.

Kurzer 8 cm Granatwerfer 42 - 81.4mm
Soap looks over the rather rusty Kz 8cm GrW 42 mortar.

Shipunov 2A42

The Shipunov 2A42 is mounted on Mi-28N Havoc helicopters, which are used by Ultranationalist rebels and Russian loyalist forces. Mi-28N Havocs anachronistically appear in the missions "All Ghilled Up" and "One Shot, One Kill" that take place in 1996, as the all-weather Mi-28N (distinguished by the mast-mounted radar) was not operational until 2006; the first prototype only had its first flight in November of 1996. BMP-2 IFVs also use the Shipunov 2A42.

Shipunov 2А42 mounted on a Mi-28 Havoc - 30x165mm
During the mission "Safehouse" Soap can call upon the services of an Mi-28N "Havoc" gunship to accidentally blow himself up provide fire support with missiles and its Shipunov 2A42 autocannon.

Remastered Version

"Mosin 2-5" firing the 2A42 in the remastered edition.

General Dynamics M197 Vulcan

The M197 Vulcan is mounted on AH-1W Super Cobras used by the US Marines. In multiplayer, the Super Cobra is the support helicopter for both US Marines and SAS, awarded for 7 kills in a row.

General Dynamics M197 Vulcan - 20mm
One of the two AH-1W Super Cobras that come to Jackson and his fellow Marines' assistance at the end of the mission "The Bog."
Pelayo's Super Cobra goes down after taking a hit to the tail rotor in the mission "Shock And Awe."

Remastered version

The two Whiskey Cobras lighting up the Opfor positions at the end of "The Bog" in the remaster.

General Electric GAU-12/U

A GAU-12/U is mounted on the AC-130U Spooky in the mission "Death From Above," alongside the Bofors 40mm and M102 Howitzer.

GE GAU-12/U five-barrel cannon - 25mm.

Bofors 40mm

The Bofors 40mm is mounted on the AC-130U Spooky in the mission "Death From Above," alongside the GAU-12/U and M102 Howitzer.

Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.

M102 105mm Howitzer

The M102 105mm howitzer is mounted on the AC-130U Spooky in the mission "Death From Above," alongside the GAU-12/U and 40mm Bofors.

Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R

Yakushev-Borzov Yak-B

Yakushev-Borzov Yak-B machine guns are mounted in the nose turrets of Mi-24 "Hind" gunships found throughout the game and as the OpFor and Ultranationalists' attack helicopter killstreak.

Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm
The Yak-B seen on a mothballed Mi-24 outside of Pripyat.

Remastered version

Looking at an Ultranationalist Hind through the M21's scope. In the remaster, the mothballed Mi-24s have their cannons removed.

M-21 Field Rocket System

BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are used by the Ultranationalists in the level "Blackout".

Not Usable

Beretta 92-series pistol

What appears to be a 92-series pistol can also be seen on the Porter Justice posters, a (fictional) movie that looks to be a standard over the top Asian action movie.

Glock 17

The Glock 17's silhouette appears in the "Last Stand" and "Overkill" perk symbols.

A Generation 3 Glock 17 - 9x19mm.
The "Last Stand" and "Overkill" Perk Symbols.
A smaller profile Glock in a safety poster seen in the SAS firing range in the remastered version.

NRS-2 Scout Firing Knife

Soviet NRS-2 Scout Firing Knives are strapped to the Ultranationalists' webbings. However, they still use the aforementioned pseudo Rambo II knife when meleeing in multiplayer.

NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-4

SIG-Sauer P226

In the remastered version, what appear to be SIG-Sauer P226 pistols can be seen in the holsters of SAS soldiers.

SIG-Sauer P226 - 9x19mm
MWR P226.jpg


In the intro for "The Coup", soldiers carrying Al-Fulani are carrying AK-74Ms, which switch to AK-47s (AKMs in Modern Warfare Remastered) in-game.

AK-74M - 5.45x39mm
These rifles can be identified as AK-74Ms by their magazine curvature, gas blocks, flash hiders, and folding stock hardware at the rear of the receivers.


In some levels, "Soap" MacTavish can find posters on the walls with the details of an AKM assault rifle.

AKM - 7.62x39mm
AKM Poster.

M1928A1 Thompson

In a nod to the previous Call of Duty installments, WWII-era posters of a woman holding an M1928A1 Thompson can be found in various buildings, one being the SAS armory.

M1928A1 Thompson with 30-round magazine - .45 ACP.
A woman in a military uniform holds an M1928A1 Thompson.


Many statues throughout the campaign and multiplayer levels are of Russian soldiers holding PPSh-41. No usable PPSh-41 appears in-game.

Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev
A statue of two Russian soldiers holding PPSh-41s.
The Remastered PPSh statue.

RGD-5 hand grenade

The RGD-5 hand grenade is added to the models of some enemies in Modern Warfare Remastered. It is unusable in gameplay.

RGD-5 High-Explosive Fragmentation hand grenade
A Russian mercenary with RGD-5 hand grenades on his chest.
RGD-5 grenades on the Spetsnaz shotgunner model in Multiplayer. Note the US PALM AK magazines in his vest.

Modern Warfare Remastered exclusive weapons

Luger P08

A Luger P08 with some minor cosmetic alterations has been added to Modern Warfare Remastered via an update on August 8, 2017; it is referred to as the "BR9". Its trigger and trigger guard are slightly similar to those of the Walther P5. Despite the real Luger using 9x19mm or 7.65x21mm ammunition, the in-game weapon is attributed with the same high damage as the Desert Eagle and the Taurus Model 689 (as well as a recoil profile similar to that of the Desert Eagle), though with faster damage drop-off at ranges.

Luger P08 with black grips - 9x19mm Parabellum
Walther P5 - 9x19mm Parabellum
The "BR9" in the loadout menu.
Working the toggle-lock action when equipping the P08, which makes it the only handgun to have such an animation.
The modernized Luger in a quieter space. Like the STG44, the P08 cannot accept attachments.
The BR9's iron sights.
Inspecting the handgun.
Other side.
Firing the BR9. It noticeably produces more recoil than most handguns, being more akin to the Desert Eagle or the Model 689, fitting of its high damage output, but not of its caliber.
Pressing the magazine release with the other thumb.
Inserting a new magazine; oddly, despite having 8-round capacity in-game (correct for a standard single-stack Luger magazine), the actual modeled magazine is a partial double-stack design (akin to guns like the Makarov PMM) that would logically hold more.
Reloading from empty, which starts by pressing the magazine release with the dominant thumb instead; note that the rounds visible through the witness cutout in the side of the magazine never deplete.
Seating in a replacement magazine...
..and, finally, releasing the toggle.


The "Prokolot" (which means "[he has been] punctured" in Russian) is a three-round burst pistol that was added to Modern Warfare Remastered via an update on May 2, 2017. It is a hybrid weapon featuring parts of the Arsenal Firearms Strike One and the Arsenal USA Stryk-B (with the length being intermediate between the two), as well as seeming to have a custom Glock trigger. The grip is also similar in appearance to that of the MP-443 Grach. According to its designer, it was intended to be "some kind of Russian Glock". While the Glock and the MP-443 are not anachronistic for its design elements featured in the pistol, both Arsenal Firearms pistols were made after 2012.

In a surprising detail, the "Prokolot" is animated with the barrel tilting upwards whenever the slide moves back; while many real-world pistols (the Glock pistol it was ostensibly meant to evoke included) use this system, the Strike One/Stryk-B does not, instead using a linearly-moving barrel and a vertically-shifting locking block in its locking mechanism.

Arsenal Firearms Strike One - 9x19mm Parabellum
MP-443 "Grach" - 9x19mm Parabellum
Arsenal Firearms USA Stryk-B - 9x19mm Parabellum
The "Prokolot" in the weapon selection menu. Note the contradictory description "semi-automatic with three round burst fire", which describes the pistol's firing mode of firing a burst with every pull of the trigger.
Wielding the Prokolot outside of a Russian trainyard.
Aiming the sights at a far away construction.
The Spetsnaz operator inspecting the pistol, showing off the "RVP30" markings on the slide and its 9x19mm chambering (written as "9mmx19", a marking style some guns feature). The serial number of note is "RZ185750", "RZ" referring to Rick Zeng, the weapon designer.
Following that is a brass check, something that will be more common in later installments down the line.
Unloading a magazine of 9x19mm.
And inserting a new one. The reload animation shares with the M9A1 in Ghosts.
With the slight exception of pressing the slide release. Note the barrel is tilting upwards more clearly in view.

Taurus Model 689

An 8 inch barrel Taurus Model 689 with rubber grips was added to Modern Warfare Remastered via an update on February 7, 2017. Like the Colt Anaconda from Modern Warfare 2 and Modern Warfare 3, it is referred to as ".44 Magnum", although this time it is wrong since the Model 689 isn't available in this caliber. It also inappropriately has the ability to equip a suppressor, and shares ammunition with the Desert Eagle, which is incorrect since the Desert Eagle in-game is modeled after the .50 AE version.

Taurus Model 689 - .357 Magnum
The Taurus Model 689 in idle at "Daybreak", a St. Patrick's Day themed version of "Downpour" added specifically to the remaster.
Aiming through the irons.
Inspecting involves the typically twirling the revolver first...
... before giving it a proper view on the left...
... and on the right.
Firing, seeing its mid-recoil frame.
Dumping out all of the rounds in the cylinder. It uses the same animation as the Colt Anaconda from the sequels, which involves ejecting the spent casings by simply holding the weapon up without using the ejector rod.

"Fang 45"

The "Fang 45" is a fictional AR15-style submachine gun, chambered in .45 ACP and added among Modern Warfare Remastered’s submachine guns via an update on May 2, 2017. It appears to be a hybrid of an LWRC SMG-45 and a Patriot Ordnance Factory PSG. Its stock is similar to the Robinson Armament FAST stock, and it has an AR15 A2 pistol grip. It has the rather bizarre property of, similar to Black Ops II's "HAMR", having a higher fire rate for the first 5 rounds; unlike that weapon, however, the Fang's fire rate boost only applies to the first 5 rounds in each magazine, not each burst. Precisely how this works is not entirely clear.

Both weapons that inspired the Fang 45 were introduced in 2015, which makes the weapon's design elements anachronistic by a couple of years.

LWRC SMG-45, 2015 prototype - .45 ACP
POF PSG with stock mounted sling - 9x19mm Parabellum
In-game model of the "Fang 45".
Equipping the Fang 45 involves pulling the charging handle of the POF PSG, which invokes similar animations to the futuristic MPX (known as the "KF5") from Advanced Warfare.
The Fang 45 in the hands of a US Marine in "Broadcast".
Aiming down the sights.
Inspecting the one side of the firearm. The markings confirm that it is indeed chambered in .45 ACP, with a very odd fire selector group. It doesn't have its gucci finish though.
A view of the other side.
Reloading involves replacing the stick magazine with a new one.
Then slamming the bolt release forcefully with his palm.


The MAC-10 has been added to Modern Warfare Remastered via an update on March 14, 2017. Despite the 30-round capacity (normally used for the .45 ACP version), the weapon is implied to be chambered in 9x19mm, as it shares ammunition with the Beretta M9, MP5, and Mini Uzi. The MAC-10 (or the .380 MAC-11) was actually planned for the original game, and did make it into the Nintendo DS version.

Ingram MAC-10 - 9x19mm
The MAC-10 in the armory menu.
Holding the MAC-10 in the outskirts of a deserted Russian office. The stock is sensibly unfolded, unlike most SMGs.
Aiming through the notch sights.
Inspecting the SMG simply involves looking at the weapon's left side.
As well as the other side, seeing that the weapon is correctly open bolt.
Unlike other SMGs of its type, the MAC-10's empty reload starts by pulling the charging handle back.
Tossing out a used magazine...
... followed by inserting a fresh one. The animations are shared with the Mini Uzi in-game.


The "PK-PSD9" is a three-round burst weapon that was added among Modern Warfare Remastered’s submachine guns via an update on August 8, 2017. It consists of the aforementioned "Prokolot" fitted with an extended magazine, and placed into a carbine conversion kit that includes a spare mag holder. The design of the conversion kit itself is fictional, but takes cues from the CAA Micro RONI (front magazine holder, style of charging handle), FAB Defense KPOS G1 (style of rails), and FAB Defense KPOS G2 (style of "muzzle brake").

The carbine conversion kits inspired that inspired the weapon were introduced after 2012. A year after the game took place, or a few years after the original game's launch.

Glock pistol mounted in CAA Micro RONI.
Glock pistol mounted in FAB Defense KPOS G1.
Glock pistol mounted in FAB Defense KPOS G2.
The "PK-PSD9" in the loadout menu.
Equipping the PK-PSD9; the user inserts the pistol into the carbine kit, with very awkward fingers; which is not really noticeable.
Followed by chambering the first round using the external charging handle, in which it is the only time used in this sequence.
Admiring the Prokolot inside of its carbine kit.
Looking through the sights of the carbine conversion.
Taking a view of the PK-PSD9 while safe from other players and dreadful microtransactions. Here, markings show that it is a "RZ Tactical Enhancement Pistol Conversion Kit", made in the USA. PSN is 342-342-111, while the model designates it as "MK225/MOD1".
The pistol is shown off again in the inspect animation. The aforementioned markings are sadly flipped.
Reloading the PK-PSD9. With the added lighting, the marking on the pistol grip says "RZ INDUSTRIES".
Pressing the bolt release after a magazine dump.

Saiga 12K

A heavily embellished Saiga 12K converted to full-auto was added to Modern Warfare Remastered via an update on February 7, 2017. It is referred to as the "Kamchatka-12", and has a stock similar to the SLR-95 Thumbhole stock. Kamchatka is the name of a peninsula in the Russian Far East.

Saiga 12K - 12 gauge
Third-person view of the custom Saiga.
Drawing the embellished Saiga, with a tug on the charging handle. The Kamchatka-12 shares most similar animations to most AK pattern rifles in the game, including the AK-47 and the AKS-74U.
Holding the Saiga, perfect for close-quarters combat.
Inspecting the automatic Russian shotgun, "KAM12" can faintly be seen on the receiver.
Other side, nothing special here.
Iron sights.
Flicking the magazine out with a new one. This specific part of the animation is shared with the FAL in MW2. When reloading from empty, the used magazine will be empty when flicking it out.
And properly inserting it.
Working the action with the other hand, as with most AK reloads throughout the series.

Sears Ranger

Dual-wielded Sears Rangers were added to Modern Warfare Remastered via an update on June 27, 2017. Prior to this, a sawed-off double barreled shotgun could be seen holstered on the backpack of the depot supply drop contact (who is an ex-SAS captain) in the remaster.

Sawed-off Double Barreled Shotgun - 12 gauge
The dual Rangers in the armory menu.
Drawing the two sawed-off shotguns in a Middle Eastern town.
The dual-wield Rangers in the hands of a OpFor militant.
Showing off the two shotguns in its inspect animation. Engravings in both sides of the weapon say "IF THE ENEMY IS IN RANGE / SO ARE YOU".
Viewing at another angle.
Dumping out the shells.
And flicking them back after shoving all four of them off-screen.
A decent view of the shotgun. The contact also has the M1911 in his right hand.

AAC Honey Badger

An AAC Honey Badger with some visual differences (such as the handguard and the magwell) was added on the August 8, 2017 update, under the name "Lynx CQ300". The integrated suppressor is replaced with a fictional muzzle brake, though a custom suppressor is available an optional attachment. The fictional handguard is of Keymod style; it's also depicted with a strange lock on mechanism and is fitted with a grip stop resembling the Lanco Tactical Grip Stop 2.

The Honey Badger itself, while borderline anachronistic (since it was introduced in real life in late 2011, when the game takes place though at an unknown month), seems unlikely that it would be fielded out to soldiers when it was newly introduced. It contradicts the pre-2007 weaponry presented in the game, however.

Honey Badger with magazine removed - 7.62x35mm
The "Lynx CQ300" in the loadout menu.
Drawing the custom Honey Badger involves pulling the stock to the extended position. The carbine here reuses the same animations from its original counterpart in Call of Duty: Ghosts.
The Honey Badger used in an abandoned Ukrainian apartment bloc, now in remastered form.
Aiming down the flip-up iron sights.
Unlike in Ghosts, the weapon can be inspected.
Right side, practicing good trigger discipline as always. In addition to this, the weapon is thankfully not mirrored, as opposed to its original form.
As with Ghosts, reloading the weapon involves flinging the magazine out and inserting the new one.
But unlike Ghosts, the weapon is fitted with an extended bolt release, which the player character hits with their trigger finger instead of pulling the rear charging handle.
Equipping Slight of Hand instead depicts the player pressing the bolt release on empty reloads, a holdover from the original weapon in Ghosts. Because of this, it is one of the only weapons in the game that have a different reload animation compared without the perk.
Inspecting the right side once again, this time to show off the custom suppressor for this weapon, as with the above screenshot.


The "BOS14" is an assault rifle that was added to Modern Warfare Remastered via an update on May 2, 2017. It is primarily based on the SCAR 17 Ultralight, a bullpup conversion of the SCAR-H, though the BOS14 has a 5.56x45mm magazine, essentially making its basis a bullpup version of the SCAR-L. It has a fictional rail riser and pistol grip which resembles the FAB Defense AGR-43. Similar to the "Fang 45" (albeit even less comprehensible), the first 5 rounds from each of the BOS14's magazines deal increased damage.

Given that the Ultralight bullpup conversion and the pistol grip for it were made in around 2013-2014, it is anachronistic to the game's 2011 setting. It also contradicts the pre-2007 weaponry featured in the game.

SCAR 17 Ultralight drop in bullpup conversion for SCAR-H, fitted with various accessories - 7.62x51mm NATO
Menu model of the "BOS14".
Obtaining the BOS14 depicts the player character pressing the bolt release; with the BOS14 itself relieved after being finally free of its horrifying weapon skin.
The BOS14 at idle back in "Daybreak".
Iron sights.
Holding the rifle with one hand to inspect. The markings here proclaim the weapon's in-universe (possibly military) designation, "MK31 MOD1", and mentions to it being a "modular assault rifle system".
The rifle's right side, no brass checks here.
Reloading after dumping numerous rounds to the unsuspecting light post.
If empty, the player character thumbs the bolt release after exchanging magazines.


The "XM-LAR" is an FAL-type/ACR hybrid fully-automatic rifle that was added to Modern Warfare Remastered via an update on February 7, 2017.

It consists of an FN FAL lower receiver (identifiable by the four bolts on the right side), a railed diagonal-sided upper typical of modern FAL variants like the DSA FALs, IMBEL IA2 and SC-2010, and a DSA SA58 OSW handguard (which has vent hole spacing similar to UTG FAL handguard) and charging handle, as well as a custom stock which resembles a bulkier Remington ACR stock with elements from Magpul Zhukov-S Folding Stock and with the sling loop being placed on top similar to ACE stocks. It also has a 14.5-inch ACR barrel and gas block.

The grip resembles an AG-FAL ergonomic grip and the muzzle is a Noveske KX5 flash hider. It shares ammunition with the 7.62x39mm AKM, despite clearly having a 7.62x51mm 20-round magazine (holding 30 rounds in-game) which is based on the Magpul 7.62x51 PMAGs that are actually made only in 5 and 10 round capacity. The railed top cover has built in FAL ramp rear sight which also has the property of being foldable similar to L1A1 sights and treats the picatinny rail as a separate body attached onto the cover, also it only has two bolts on the right side similar to Ultimate Arms Gear cover but there are three on the left even though in reality the number of bolts typically is matching. The left side of the magazine well is a mirror of the right side and it has a built in Remington ACR style magazine release button. The combination of the aforementioned ACR components with an FAL receiver could mean that the internals of the FAL were entirely replaced with the ones from an ACR, however, the 5.56x45mm ACR components still couldn't work with the depicted 7.62x51mm magazine.

XM (Experimental Model) is a US military designation for experimental weapons. LAR (Light Automatic Rifle) is an English translation of the original French designation, FAL (Fusil Automatique Léger).

FN FAL, older variant with humped stock and ramp rear sight - 7.62x51mm
DSArms SA58 OSW Carbine - 7.62x51mm NATO
An airsoft Gen 2 Magpul Masada. Image used to show ACR style fire selector, magazine release and stock.
Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO. Image used to show ACR barrel and gas block.
The "XM-LAR" in the weapon selection menu. Note the ACR barrel, bayonet lug and gas block, the compatibility of which with an FAL in real life is dubious.
Drawing the "XM-LAR" at a daylight, beach version of "Bog".
Wielding the FAL/ACR hybrid out on broad daylight.
Aiming down the sights. The iron sights fold down when using optics.
Inspecting the rifle; note the ACR style fire selector switch and that MWR continues the MW2 tradition of depicting ACR style fire selectors being set to safe and adorned with HK style markings.
Taking a view on the other side. Markings show that the weapon is correctly chambered in 7.62x51mm, with a serial number of 413-59908.
Pushing the mag release with a fresh magazine in hand. Making an FAL work with an AR15 type magazine release is also quite doubtful. Note also the "Zeng Arms Custom" markings just behind the charging handle, referencing the weapon's designer, Raven Software artist Rick Zeng.
Charging the weapon. Note the fictional "RZ Upper Rail System", which might also be a reference to Rick Zeng.

Cheyenne Tactical M-200 Intervention

A Cheyenne Tactical M-200 Intervention with some cosmetic alterations was added to Modern Warfare Remastered via an update on June 27, 2017, called the "S-Tac Aggressor". It is shown with a handguard that looks similar to that of a PGW LRT-3 sniper rifle.

Cheyenne Tactical M-200 - .408 CheyTac
In-game model of the CheyTac M-200.
The Intervention taking a sightsee with the player at a rural Russian area.
Viewing through the scope, thankfully being spared of "scope_overlay_m40a3".
Inspecting the rifle, seeing how one good look of the rifle could give many fond memories of trickshotting all of the years.
Performing a brass check with a .408 CheyTac round visible. Among other things, the pistol grip and the fire selector switch can be seen.
Rechambering the rifle after firing, which should sound similar to the multiplayer version of MW2.
Tossing an old magazine in its reload animation.
Inserting a new magazine.
Driving the bolt handle home when empty.


The "D-25S" is a semi-automatic sniper rifle that has been added to Modern Warfare Remastered, via an update on March 14, 2017. It appears to consist of an F&D Defense FD308 upper receiver and a Heckler & Koch G28 lower receiver, as well as a Geissele Super Modular Rail HK style handguard and a stock very similar to the Magpul PRS. It shares ammunition with the 7.62x51mm rifles in-game, and it is referred to as "DMR-25" in the game files. "CAL .308" and "MADISON WI USA" can be seen written on the magazine well.

F&D Defense FD308 - .308 Winchester
Heckler & Koch G28, patrol version - 7.62x51mm NATO
Left side view of the "D-25S".
Right side view.
The D-25S in service in an urban desert town somewhere in the Middle East.
Aiming through the scope; unlike the Intervention above, the rifle has not been too lucky with the "scope_overlay_m40a3" reticle.
Inspecting the hybrid sniper AR15.
Then taking a look of its other side, which it is fitted with a nonfunctioning laser module.
Swapping the old mag.
Then reloading with another 10 rounds in a new magazine.

"Bered MK8"

The "Bered MK8" is a magazine-fed light machine gun taking cues from the IMI Negev Commando and the Ultimax 100 series. It was added to Modern Warfare Remastered via an update on June 27, 2017.

The name "Bered" refers to a Biblical location mentioned in Genesis 16:14, usually cited as a location in the Negeb (Negev) south of Palestine, evoking the name of the Negev which also took its name from the Negev desert. MK8 is from the Ultimax 100 series which are all named with a MK with a digit.

IMI Negev Commando with a 35-round box magazine from the Galil assault rifle
STK Ultimax 100 Mark 5 with Grippod foregrip - 5.56x45mm NATO
Menu model of the "Bered MK8".
A US marine equipping the Bered: first by pulling the charging handle.
The machine gun in action, after a US convoy ambush.
Aiming down the sights.
Inspecting the Bered MK8. Note the markings say "RVN ARMAMENTS", with a patent number of "345105", "Model 8" with a serial number of "101815". Fire selector is currently and correctly set to fully automatic.
Checking out the other side.
Removing the used casket magazine.
Inserting a fresh one out of the pocket.
Giving the magazine a slap afterwards.
Unique to all of the machine guns in its category, the charging handle is pulled only after an empty reload, which reciprocates.


The PKM has been added to Modern Warfare Remastered via an update on March 14, 2017. It correctly feeds from the right side (unlike the PKP Pecheneg from Modern Warfare 3), but for some reason it shares ammo with the differently chambered M249 SAW.

PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R
The PKM in the armory menu.
The player character wielding the PKM in a tiny Ukrainian shipyard, better known as a shooting gallery to some.
Aiming the machine gun, hours before the mandated sacrifice of the iron sights; with so little time to get acquainted, it's no surprise that the user hadn't quite figured out how to line them up properly.
Inspecting the hefty PKM's left side.
And turning it to the right.
Opening the feed tray cover; equipping any sort of sight to the weapon makes the user press the feed tray opener button on the rear, before properly opening it up.
Detaching the Russian-standard ammo box.
And latching on a new one.
Feeding and aligning a new belt.
Pulling the charging handle after closing the cover lid.

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