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Call of Duty: WWII

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Work In Progress

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

Call of Duty: WWII
PC Boxart
Release Date: November 3, 2017
Developer: Sledgehammer Games
Publisher: Activision Blizzard
Series: Call of Duty
Platforms: PC
PlayStation 4
Xbox One
Genre: First-Person Shooter

Call of Duty: WWII is a first-person shooter developed by Sledgehammer Games for the PC, PlayStation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since Call of Duty: World at War to be set in World War II, and the fifth main WWII title in the series.

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


WWII uses weapon variants as a part of its multiplayer customization system, much like Advanced Warfare and Infinite Warfare, though WWII’s variants are purely cosmetic and do not change the weapon's statistics. Many of these weapon variants feature model changes in addition to finish changes, often completely changing the weapon's identity. As a result, on this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. A few cases of borderline weapon distinctions remain as subsections to make management easier. Some of these weapon variants also change the weapon inspection animation, sometimes to be more humorous.

Somewhat interestingly, the extended magazine attachment in WWII always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.


Handguns, alongside the SMGs, are the only weapons in WWII that can use suppressors, while handguns exclusively accept the tactical knife accessory. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April 2018 update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors. All pistols are held with a one-handed grip which is correct for this era.

As with suppressors, tactical knives were not initially included in the game, it was added in "The Resistance" event, as a division perk for the namesake "Resistance" division. But following the overhaul, it was regulated to an attachment as with suppressors. Tactical knives in this game are appropriately not held in the "Harries Technique" stance as with previous entries, as this technique was introduced or developed in the 1970s.

Colt M1911A1

The M1911A1 is the main American sidearm. Interestingly, the "extended magazine" attachment gives the gun extremely long magazines, similar to those commonly associated with the M1911A1 machine pistol, but only increases the capacity from 7 to 10 rounds.

When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker "Bacon and Eggs".

Colt M1911A1 - .45 ACP
An M1911A1 in Sgt. Pierson (Josh Duhamel)'s shoulder holster.
The Colt in-game.
Reloading. Note the "Scapareli Ind. U.S.A." markings on the slide.
A suppressed M1911, used in the "Ambush" mission towards the end of the campaign. Given that that Daniels is merely a soldier, not an OSS agent, its use here in the mission would be incredibly unlikely; among other factors.

Colt Model 1902

The "Jupiter" variant of the M1911A1 appears to be a Colt Model 1902 Sporting Model, albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.

Colt M1902 Sporting Model - .38 ACP
Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super
The "Jupiter II" in the weapon selection menu.
A side view. Note that the "Colt" text on the grip has been replaced with ".45 CAL" and that there is simply a circle where the Colt logo should be.

Steyr M1912

The "Juno" variant of the M1911A1 makes it resemble a Steyr M1912. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the Anschlagpistole M.12 variant of the M1912 had a similar lever, but this was a fire selector lever, and was on the opposite side of the frame), and the lanyard loop is removed from the base of the grip.

The "Totalize" variant also has an M1912's slide, but uses a standard M1911A1 frame.

Steyr-Hahn M1912 - 9x23mm Steyr
The "Juno" variant as seen in the weapon selection menu.
A soldier checks out his mutant Steyr-Colt on the range.
The "Totalize II" variant as seen in the weapon selection menu.

Enfield No. 2

An Enfield No. 2 can be seen in the holster of 1st Lieutenant Joseph Turner (Jeffrey Pierce) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. During said scripted section, it is bizarrely depicted with an incorrect swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. A careful examination of the model makes it to be exactly the real Enfield No. 2, including its top break hinge and latch, so the swung-open cylinder doesn't seem to be holding on to anything. The bizarre cylinder misportrayal also means that the swing-out cylinder doesn't have an ejector rod that a swing-out cylinder should have, so the spent rounds (more precisely, the only one round) just drop independently.

In the scripted section, it strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity; it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity.

Being a British sidearm, the Enfield No. 2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the Colt M1917. Even then, the SOE preferred more covert weapons such as the Welrod. The former use can be excused as a personal weapon of Turner's, which would give some leeway into the selection of weapons.

Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&W
Daniels (Brett Zimmerman) holds Turner's revolver.
The floating speed loader might show up sometimes because of a bug.
Aiming the No. 2. The hammer seems have had some problems as well in this instance.

"Enfield No. 2"

A completely different top-break revolver named the "Enfield No. 2" was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out Colt and Smith & Wesson revolvers, and the rest of it appears to be based on a Smith & Wesson .44 Double Action.

The "Rebuker" variant has a shortened barrel, while the "Obstructor" variant is just the default weapon with a finish.

When Pack-A-Punched in Zombies mode, it becomes the "Bulldog" (actually a different British revolver altogether), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).

Smith & Wesson .44 Double Action - .44 Russian
Colt Police Positive with 4" Barrel - .38 Special
Enfield No.2 Mk.1* - .38 S&W
The Enfield impostor revolver in multiplayer, on the "Flak Tower" level.
Aiming with the rather rudimentary sights.
Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.
Loading some more in with a speedloader.
The inspection animation, which shows the character half-cocking the hammer and then resetting it.

Colt Single Action Army

As if the multiplayer variant wasn't strange enough already, the "Repeller II" variant resembles a Colt Single Action Army with a nickel finish, engravings, and a 7.5" barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the Single Action Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the Reichsrevolver M1879, rather than the Enfield.

In the Zombies map "The Frozen Dawn", the "Raven Claw" revolver uses the same model as the Repeller II.

2nd Generation Colt SAA w/7.5" "Artillery" barrel and nickel finish - .45 Long Colt
The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.
Starting to reload the Repeller.
Yup, it's a top-break Single Action Army.

Luger P08

The Luger P08 is the main sidearm of the Germans in single-player, and the starting sidearm in multiplayer. Equipping the gun with the "Extended Mag" attachment gives it a 32-round Trommelmagazin 08, although the weapon's capacity is only increased to 12 rounds.

Its Pack-A-Punched variant is known as the "GI's Souvenir" (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.

Luger P08 - 9x19mm Parabellum
A German soldier aiming a Luger.
Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.
After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.
Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one. Note the trigger discipline, a safety technique which wasn't used during WWII.
Wary of sleeping Nazi dogs, Rousseau makes her way up a stairwell in the game's stealth mission.
She reloads her P08 after looking at the horrors committed against a soiled pool table.
A Soldier running with his Luger equipped with a Trommelmagazin 08.

Borchardt C-93

The "Der Adler" and "Adlertag" variants of the Luger feature the upper assembly and the bulbous mainspring assembly of the Borchardt C-93, an earlier pistol whose toggle-lock operation inspired the Luger's design.

Borchardt C-93 - 7.65x25mm Borchardt
The "Der Adler" variant. Note that it has a grip assembly from a late-model Nambu Type 14.
The "Adlertag" variant.
Duel-wielding a pair of Der Adlers.

Nambu Type 14

The Nambu Type 14 is found as the "Abwehr" variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the "Torch" variant has the barrel, slide, and sights of the Nambu, and the "Der Adler" variant has the grip, magazine, trigger, trigger guard, and magazine release of the Nambu.

Nambu Type 14 - 8x22mm Nambu
Nambu Type 14 (Transitional Model) - 8x22mm Nambu
The "Abwehr II" variant resembles the transitional model with a larger trigger guard but the original cocking knob.

Mauser C96 Hybrid

A hybrid of Mauser C96 variants and derivatives (primarily the original C96 and the M712 Schnellfeuer) is available in the game. The weapon fires in full-auto and uses detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector, meaning that it is visually a normal C96 with the M712's magwell (magazine release included) and magazines. The frame's indentations are strangely in the form of a single big block, somewhat resembling the style of C96 prototypes. Lastly, its hammer has the rough shape of a standard C96 small ring hammer, but it is modeled without a hole.

During the alpha stage, it was named "M712", while the final release version renamed it to the very generic "Machine Pistol". By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.

When Pack-A-Punched in Zombies mode, it is referred to as the "Red 9", a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.

The "Heimat" and "Metallisch" variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.

Mauser Model 712 Schnellfeuer with 10-round magazine - 7.63x25mm Mauser
Pre-War dated Mauser C96 "Broomhandle" Commercial Version - 7.63x25mm Mauser
The "Machine Pistol" in-game. Note the obvious lack of a selector switch.

Mauser C96 Carbine

The "Holzpistole" and "Schlange" variants of the "Machine Pistol" have long barrels like the C96 Carbine variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).

The very rare full stocked C96 carbine - 7.63x25mm Mauser
Holding the "Holzpistole II". Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).
Inspecting the left side, showing off the relatively normal frame indentations and very not-normal hammer and screw...
...and the right side, showing off the also-abnormal square magazine release button.

Reichsrevolver M1879

The Reichsrevolver M1879 was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the Enfield No. 2 added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.

The "Gilded Torment II" variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some revolver carbines (although there is no record of carbine versions of the Reichsrevolver existing, and it still lacks a buttstock). The "Oppressor" variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.

The Reichsrevolver becomes the "Glücklicher Punk" when Pack-A-Punched ("Glücklicher" being German for "happier"); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).

Reichsrevolver M1879 - 10.6x25mmR
A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the First World War.
Trying not to think to about these things, he concentrates on the sky instead.
Firing the revolver and thumbing the hammer.
Reloading round-by-round. The player character does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod, although the more expensive commercial versions had this), and seemingly ejects the casings through gravity, which is impossible; said "spent casing" is also just an unfired round, bullet and all. An interesting detail is that reloading with the tactical knife "attachment" shows the knife being held inside the player character's left hand during the reload animation.
Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...
The "Oppressor" variant in the weapon selection menu.
The "Gilded Torment II" variant in the weapon selection menu.

Walther P38

The Walther P38 was added as a new pistol in The Resistance event. The gun is no longer called the "Walther P38" like in the previous title: this is most likely because Activision's loss of the James Bond license means they did not renew their licensing agreement to use Walther's trademark. It is instead referred to by the rather generic moniker of "9mm SAP", which likely stands for "semi-automatic pistol".

The "Immunity" and "Privilege" variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the SIG-Sauer P230; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.

It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish Vis wz. 35, which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French Ruby or one of the two French M1935 Pistols, both of which were used by French resistance members.

When upgraded in Zombies mode, the P38 becomes the "Grey Ghost", with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles. The upgraded name of "Grey Ghost" is a reference to P38s manufactured in France following World War II, which were nicknamed "Grey Ghost" due to their distinctive grey parkerized finishes.

Walther P38 - 9x19mm Parabellum
Holding the Walther.
Inserting a new magazine.
Inspecting the right side of an empty P38...
...and the left side. For some reason, the left half of the slide cut-out is filled in.
The "Privilege II" variant in the weapon selection menu.

Walther P38K

The "Rebuff" variant of the P38 has a shortened barrel, making it resemble a Walther P38K.

Walther P38K - 9x19mm Parabellum
The "Rebuff" variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.

Submachine Guns

Submachine Guns in WWII used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.

The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.

Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.

Austen Mk I

The Austen Mk I is featured in multiplayer simply as the "Austen", added in the July 23, 2019 update. Curiously, the stock is always folded in the menu, but is unfolded during play. Additionally, despite using the same 32-round magazines as the normal, prior-added Sten, the Austen holds 25 rounds by default, increasing to a still-too-high 37 with the Extended Mags attachment (which is, as with the Sten, a backwards Trommelmagazin 08). When upgraded, it is known as the "Whispering Wind". Killing enemies with it has a chance that it will cause an explosion upon their death.

Austen Mk I - 9x19mm Parabellum
An Austen at the range. Note the unfolded stock.
Inspecting the Austen. This is the "Ferocious II" variant.
The base Austen at the range.
There's actually an animation for unfolding the stock.


The Bechowiec-1, a Polish submachine gun manufactured on a small scale under German occupation, was added to the game's multiplayer component in the July 23, 2019 update, under the name "Bechowiec". When Pack-a-Punched it become "The Lighting Catcher", in which killing zombies through headshots will stun other nearby zombies in an area. Performing melee attacks on stunned zombies will charge up before they explode.

Bechowiec-1 with bolt in retracted position - 9x19mm Parabellum
A Bechowiec at the range. This one has a red-dot sight attached.
Inspecting the custom Bechowiec.

Beretta Model 38A

The Beretta Model 38A was added in The Resistance event. It is referred to as the "Orso" (Italian for "Bear") in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, lacks the compensator on the muzzle, and has fictional long barrel perforations. In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.

The "extended mag" attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.

The "Twisted II" variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The "Golden Goose" variant has a slightly shortened barrel.

When Pack-A-Punched in Zombies mode, the Model 38 becomes "The Boot" (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.

Beretta Model 38A - 9x19mm Parabellum
The Beretta Model 38A in the multiplayer weapon selection menu. The long barrel perforations somewhat resemble those of the original upwards-ejecting Model 38.
The Model 38A in MP.
Iron sights.
Reloading the stick magazine.
Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.
Inspecting the chamber.


The Błyskawica was added to the game in the June 4th 2019 update. When Pack-a-Punched it become the "War Saw", which is a pun on Warsaw, the city where this gun was made.

Błyskawica - 9x19mm Parabellum
The Błyskawica in the combat records menu.
The Błyskawica on the range.
Inspecting the Błyskawica.

Erma EMP 44

The Erma EMP 44 prototype was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an MP40 magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. Its upgraded variant is the "Bridesmaid", along with the typical upgrade buffs, reloading the weapon while empty releases 3 bubbles of energy behind the player, exploding after a short while. Theses explosions damages zombies, and it cannot harm players.

Erma EMP 44 - 9x19mm Parabellum
A custom Erma EMP44 at the range.

Haenel-Schmeisser MP28/II

The Haenel-Schmeisser MP28/II appears in the game as the "Waffe 28" (literally "Weapon 28" in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.

The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the "Flapjack".

Haenel-Schmeisser MP28/II - 9x19mm Parabellum
Holding the MP28, correctly by the handguard rather than the magazine as in Call of Duty: Infinite Warfare.
About to remove the empty magazine...
...and replacing it with a full one.
Pulling the bolt back.
Bergmann MP 18/I with Trommelmagazin 08 - 9x19mm; for comparison
When fitted with the "Extended Mag" attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the Bergmann MP18, accepted this magazine. The Lanchester's 50-round box magazine compatible with the MP28 could have been used instead.
Inspecting the shortened "Trigger Happy" variant.

Steyr MP34

All the variants of the MP28 feature parts of the Steyr MP34. The "Trigger Happy" and "Oil Can" variants have the MP34's iron sights, as well as custom flash hiders. As for the "Waffenschmiede" and "Soggy" variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a Karabiner 98k, while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.

Steyr-Solothurn MP34 - 9x19mm Parabellum
Holding the "Soggy" Variant.
Inspecting the top, which lacks the MP34's distinctive receiver cover hinge, and thus implies that the entire receiver is one solid piece...
... and the left side. Note the chopped-off stock wrapped in tape; while it isn't entirely clear if this is actually intended to be an MP34 in its entirety (the stock and trigger group seemingly coming straight from the base MP28), this wouldn't be possible on a real one - the MP34's stock houses its recoil spring, so cutting it off like this would prevent the gun from working properly, and leave a rather obvious hole where the spring used to go.

La Coruña M41/44

The Erma EMP was added to the game in the June 4th 2019 update. The in-game game model is based on La Coruña M41/44, a Spanish copy of the EMP in 9x23mm Largo, rather than the actual German EMP. When upgraded, it is known as the "Groomsman" (complementing the "Bridesmaid" of the EMP 44). As with the EMP 44, reloading from an empty magazine releases up to 4 bubbles that can stick through surfaces before exploding.

La Coruña M41/44 - 9x23mm Largo
The Erma EMP copy in the combat records menu.
A custom EMP on the range.
Inspecting the top. Note the Spanish style cocking handle.

LAD machine gun

The LAD (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and was regarded as such by the Soviet Union, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun by IMFDB's definitions. The game certainly treats it like an LMG at any rate, with higher damage and a deeper, punchier firing sound than the SMGs, along with a large, star-shaped muzzle flash that has nothing to do with the shape of the weapon's actual muzzle brake; it seems to have been quite closely based on the code of another one of the game's machine guns, as it rather obviously ejects large, bottlenecked rifle casings substantially larger than the rounds in the belt. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.

When Pack-a-Punched, it becomes the "Mad Lad".

LAD machine gun (second prototype) - 7.62x25mm Tokarev
The LAD in the combat records menu.
A custom LAD on the range.
Inspecting the right side.

M1A1 Thompson

The M1A1 Thompson is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard "ears" of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.

In multiplayer, the "Handler" variant gains a long ribbed barrel like that of the Auto Ordnance M1927 semi-automatic Thompson, as well as a vertical foregrip.

Its Pack-A-Punched variant is known as the "Chicago Typewriter", a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.

M1A1 Thompson with 30-round magazine - .45 ACP
The Thompson in-game.
Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.
The Thompson, implausibly loaded with a drum magazine.
Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.
The "Handler II" variant in the weapon selection menu.

M1928A1 Thompson

In the campaign, the Thompson used by Sgt. Pierson is actually an M1928A1, as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.

In multiplayer, the "Wilco", "Buck Private" and "Wayfinder" variants of the Thompson are also modeled after M1928A1s. The "Wilco" has a long barrel like the Auto Ordnance M1927, while the "Buck Private" has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The "Wayfinder" variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.

M1928 Thompson with 50-round drum magazine - .45 ACP
Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.
Auto Ordnance M1927 Thompson, for comparison - .45 ACP
Inspecting the "Wilco" variant.
The "Buck Private II" variant in the weapon selection menu.
The "Wayfinder II" variant in the weapon selection menu.

M2 Hyde

The M2 Hyde, the technically-adopted-but-never-mass-produced stepping stone between the M1A1 Thompson and the M3 "Grease Gun", was added to the multiplayer component of WWII in the July 23, 2019 update, under the name "M267" for some reason. Upgrading it turns into the "The Proven", along with typical upgrades.

M2 Hyde - .45 ACP
A customized M2 Hyde at the range.
Inspecting the M2 Hyde.

M3 "Grease Gun"

The M3 Grease Gun is the first available submachine gun in multiplayer, under the name "Grease Gun".

The "Rosie" variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the "We Can Do It" marking on the weapon's left side, is meant as a reference to the WWII-era "Rosie the Riveter" propaganda poster.

The "Roxy" variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.

When upgraded via the Pack-A-Punch machine, the M3 becomes "The Greaser", with a boost to its damage, and both the capacity and reserve ammo count being doubled.

M3 "Grease Gun" - .45 ACP
Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment. Note: Pierson's Grease Gun has no magazine in this shot.
The "Grease Gun" in-game.
Cocking the submachine gun. Now you killin'.
Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.
OSS M3 - .45 ACP
A player character attaching a sound suppressor onto his M3, turning it into something like the M3 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player character in the campaign level "S.O.E." by SOE operatives.

Spitfire Carbine

The "Candy" and "Brandi" variants of the M3 Grease Gun resemble Spitfire Carbines with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a Sten Mk II.

Spitfire Carbine - .45 ACP
The "Brandi II" Heroic variant in the weapon selection menu.
Holding the "Brandi".
Inspecting the left...
...and the right side.


The MAS-38 was added in the Operation: Shamrock & Awe event. It is referred to as "M-38". The extended magazine model is a fictional curved magazine. The "Homestead" variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war MAT-49/54.

When Pack-A-Punched, the MAS-38 becomes the "Casket King", a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the king into his casket). The "Casket King" has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.

MAS-38 - 7.65x20mm Longue
A custom MAS-38 at the range.


The "Top O' The Mornin" variant is an anachronistic MAS-48 with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe, despite this being a French gun). It still features the MAS-38's bolt so it can reuse the original weapon's animations.

MAS-48 - 9x19mm Parabellum
The "Top O' The Mornin" variant in the multiplayer weapon selection menu.


The iconic MP40 is the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the "Extended Mag" attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental MP40/I, loads two separate magazines into a sliding assembly and requires manual magazine switching.

The "All-Out" variant has the stock folded (unlike the base weapon, which has it unfolded), while the "Son of Mars" variant has the barrel shroud of an MP28 and a different folding stock.

Its Pack-A-Punched variant is the "Hardly Werkeing" (a play on the movie Hardly Working and the German word "Werke", which means "factory" (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.

MP40 with brown bakelite lower receiver - 9x19mm Parabellum
The MP40 in-game. Like in many WWII games and movies, the player character holds the gun by the magazine, which would increase the risk of jamming it.
Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.
Performing a quick mag change.
Pulling the charging handle.
A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.


The "Wunderwaffe" and "Do-Re-Mi" variants of the MP40 turn it into an MP41, but with a longer barrel.

MP41 - 9x19mm Parabellum
Holding the "Do-Re-Mi" variant.
Inspecting the gun; note the MP41's fire selector above the trigger guard.

Nambu Type II

The super-rare Nambu Type II was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game Type 100.

The Type II is depicted with a charging handle to the right side of the weapon that does not exist in reality; in reality, the Type II operated on a principle similar to the Gustloff Volkssturmgewehr, where the entire front section of the gun and the barrel shroud would recoil when firing (which too is not depicted in-game). The actual charging handle is the tab extended to the left side of the weapon (which would pull back the entire barrel shroud when pulled), depicted as a sling mount in-game.

When Pack-A-Punched, it becomes the "Tokyo Jam", with a doubled magazine capacity and reserve ammo count, and a boost to its damage.

Nambu Type II - 8x22mm Nambu
Holding the Nambu Type II.
Inserting a new magazine.
Rechambering with the fictional charging handle.
Inspecting the left...
... and the right side. The ejection port cover is another fictional addition of the in-game weapon.

Patchett Machine Carbine

A Sterling SMG, primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.

Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.

As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.

When Pack-A-Punched, it becomes "The British 6" (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.

Patchett toolroom prototype of the Sterling SMG - 9x19mm Parabellum
Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm Parabellum
Sterling L2A3 (Mk.4) - 9x19mm Parabellum
The Sterling at the range, with the extended magazine.
Reloading the Sterling.
A customized Sterling in multiplayer.


The PPSh-41 is one of WWII's base game submachine guns. It starts with the 35-round stick magazine, and the drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It has the later-version flip rear sight, but the early-version unhooded front sight. Without the extended mags, the PPSh-41 is modeled with a PPS-43 magwell and magazine, while the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life. It appears in the game's singleplayer campaign, being used by German forces, albeit in mass quantities than in real life (likely due to the need of increased weapon variety). While it is a historical fact that the Germans captured some PPSh submachine guns throughout the war, most or almost all of them are converted to the 9x19mm Parabellum-chambered MP 41(r) or rechambered as the 7.63 Mauser MP 717(r).

The "Thrive" and "The Snake" variants seem to have the front end from an SVT-40, and the former also has the collapsible stock of the K-50M and a pistol grip.

The PPSh becomes "Dedushka" (the Russian word for "grandfather") when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the "Extended Mag" 71-round drum.

A special variant as "The Classic", permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies maps "The Final Reich", "The Darkened Shore", "The Shadowed Throne", and "The Frozen Dawn". When Pack-A-Punched, this becomes "Babushka" (Russian for "grandmother"), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).

PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev
PPSh-41 experimental sight - 7.62x25mm Tokarev
The PPSh-41 in-game.
Loading a new 35-round magazine.
Pulling the charging handle.
The PPSh-41 with an extended mag, lacking the PPS-43 magwell. In the beta, the PPSh retained the PPS-43 magwell even with extended mags equipped, and the reload animation showed the drum mag visibly clipping through the magwell.
Reloading the drum mag.
The PPSh-41 equipped with a "lens sight".
Inspecting a PPSh/SVT/K-50M hybrid.
Iron sights of "The Snake" variant.


The "Iron Curtain" variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the PPS-43. Meanwhile, the "Duck Soup" variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.

PPS-43 - 7.62x25mm Tokarev
The "Duck Soup" PPS-43.
Inspecting the "Duck Soup" PPS-43.

Sten Mk II

The Sten Mk II is one of the weapons added in the Winter Siege event.

As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round Lanchester Mk. I magazine could have been used instead, since it is compatible with the Sten in reality.

Despite its use by British commandos in the Project Nova flashback mission in the first Black Ops game, the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the Suomi KP/-31, a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.

Its Pack-A-Punch variant is "La Resistance", with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the "Extended Mag" attachment, this rises to a whopping 72).

Sten Mk II - 9x19mm Parabellum
The Sten in the Winter Siege trailer.
Holding the Sten. Like most Call of Duty titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title Advanced Warfare.
Aiming down the sights.
Reloading the SMG. Not visible in this photo, but there are no rounds in the magazine.
About the give the charging handle a yank.

Sten Mk I

The "Rooted II" variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the Mark V.

Sten Mk I - 9x19mm Parabellum
Sten Mk V - 9x19mm Parabellum
The "Rooted II" variant in the weapon selection menu.

Sten Mk IVA

The "Royal Skull" variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.

Sten Mk IVA - 9x19mm Parabellum
Holding the "Royal Skull" variant.
Inspecting the weapon.
The "Royal Skull" variant in the weapon selection menu.

Tokyo Arsenal Experimental Submachine Gun

The Tokyo Arsenal Experimental Submachine Gun was added to the game under the name "Proto-X1" during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.

Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu
A custom Tokyo Arsenal Experimental SMG at the range.
Reloading the Tokyo Arsenal SMG.

Type 100

The Type 100 submachine gun is a base game multiplayer-only weapon. Unlike in World at War, the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.

The variants (excluding the "Empire") are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the "Checked Out" and "Righteous" variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The "Empire" also has this fixed rear sight, as well as vertical foregrip similar to that of the Sten Mk V; the "Blue Sky" has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.

Its Pack-A-Punched variant is known as the "Blood Type", and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.

Type 100 - 8x22mm Nambu
The Type 100 in-game. Unlike the Type 100 in World at War, the weapon is held by the handguard.
Aiming the Type 100.
Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the MP28's. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the "Rifle" class.
Pulling the charging handle.
The "Blue Sky" variant; note the foregrip.
Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu
"Checked Out" with extended magazine in-game.
Inspecting the longer barrel.


The ZK-383 submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the "rapid fire" attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.

When Pack-A-Punched, it becomes the "One-Eyed Mace", with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).

ZK-383 - 9x19mm Parabellum
The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.
Holding the ZK-383 in-game.
Changing the magazine.
Moving the charging handle back in position.
Inspecting the left side.


Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.


A Blunderbuss is available as a shotgun in multiplayer in the Attack of the Undead event. It is a slightly modified version of the model from Advanced Warfare.

The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. It features the aforementioned issues in its reload animation as with Advanced Warfare, mentioned in its own section.

Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle.

When upgraded in Zombies mode, the Blunderbuss becomes the "Funderbuss", with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.

Speaking of Zombies mode, the level "Shadowed Throne" features a Wonder Weapon called the "Wunderbuss", which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of "Geistkraft" energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded "Geistbolts", which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.

Modern replica of English 1766 Blunderbuss Flintlock.
The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.
A Blunderbuss at the range.

M30 Luftwaffe Drilling

The rare M30 Luftwaffe Drilling, a combination shotgun / rifle, is available. By default, only the shotgun barrels are used, but the "Rifle Bullet" attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the M30 was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.

In the campaign, its use by German forces during the 1944 Normandy landings and even afterwards all the way to 1945 is inappropriate, as limited numbers are only issued to Luftwaffe aircrews throughout 1941 and 1942 during the Africa theater.

The "Einfall" and "Valkyrie" variants of the M30 have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems "fatter", like something on an old coach gun.

Its Pack-A-Punched incarnation is known as "Trips"; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).

M30 Luftwaffe Drilling - 12 gauge & 9.3x74mmR
The Drilling in the selection menu.
The Drilling in-game.
Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.
Using the M30's sights in rifle mode. Note the incorrect rearward placement of the sight; the real sight is still modelled on the weapon in front of the sight currently in use, but does not flip up at all.
Dumping the spent 12 gauge shells; note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round/shells.
Dropping out the spent rifle round.
About to load a new one in, note the incorrect Spitzer bullet.
Pressing the fire selector switch in the inspection animation.


"The Triple" and "Door Kicker" variants of the M30 Luftwaffe Drilling turn it into a TP-82, a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the M30, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.

To increase the weapon's resemblance to the M30, the TP-82's barrels are sized up to M30 calibers, the location of the breech is moved forward, and the gun has the M30's breech face instead of the TP-82's. The weapon's reload animation is changed to reflect the different position of the break-open lever. Though the weapon is modeled with TP-82's selector switch, it doesn't have a fire mode switching animation when using the Rifle Bullet attachment, in contrast to the base M30.

TP-82 - 5.45x39mm & 12.5x70mm (roughly 40 gauge)
Inspecting "The Triple" variant. Of note is that the M30's inspection animation involves the player character using the M30's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.

Walther Toggle-Action

The rare Walther toggle-action shotgun is available, simply referred to as "Toggle Action". The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory "Call of Duty Detachable Magazine Shotgun Quota". The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size. The extended mag is a fictional "drummified" version of the aforementioned magazine plus a lever from Trommelmagazin 08.

Due to its fictional detachable box magazine, the reloading procedure is also completely fictionalized. Non-empty reload animations consists of a simple detach-and-replace animation. The empty reload animation sees the player character turn down the crank lever on the right side of the gun to "open the action" (even though this is what the real crank lever does, the in-game bolt is not animated and shut when the crank is turned), replace the magazine, then press a button near the trigger guard to "close the action". While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is instead the safety button, or where it would be since it isn't actually modeled on the in-game weapon.

It is depicted as another shotgun available to Axis forces throughout the campaign (again, likely due to the need of increased weapon variety) and, as mentioned in the M30 Luftwaffe Drilling section above, its use there would not be historically accurate or apt. It is infamously used by German forces in "Hill 493" against Allied forces, where they are loaded with anachronistic incendiary ammo.

The "Winter's Wild" and "Dynamo" variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the "Enigma" and "Flag Top" variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.

Its Pack-A-Punched variant is known as "Lucky"; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine.

Walther shotgun - 12 gauge
The Walther shotgun in-game.
Reloading the shotgun from empty, a process which starts by "locking open" the action; as mentioned above, the bolt itself remains closed, leaving one to guess at what the charging handle even does.
Pushing the fictional magazine release on the left side of the receiver, above the fictional magazine well; the real magazine release for the forearm magazine just in front of it is modeled as a flat plate instead. The forend itself is also modeled completely differently from the real deal (compare with the reference image above).
About to smash in the full magazine.
Finishing the reload process.
Inspecting the "Flag Top" variant with extended mag. Note that the hinge for the fictional magazine release is also present on this side.

Winchester Model 1897 Trench Gun

The Winchester Model 1897 "Trench Gun" is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a slightly extended magazine tube) instead of 5. It was referred to as "Winchester 1897" and then "M97 Trench Gun" in earlier stages of the game, only to be renamed to simply "Combat Shotgun" in the final version, presumably because of the continuing Winchester trademark.

The "Barbarossa" and "Catchpole" variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.

When upgraded via the Pack-A-Punch machine, the Winchester becomes the "Diplomatic Solution", with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.

Winchester Model 1897 Trench Gun - 12 gauge
A player character carrying a Model 1897 in the MP Reveal Trailer.
The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like this one) in order to accommodate it.
Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.
Daniels ejects a shell from his Winchester after making a German soldier stumble.
Chamberloading the M1897 with an incendiary shell.
Loading more of the incendiary rounds into the magazine with the right hand.

Winchester Model 1912 Trench Gun

The "Battleaxe" and "Trench Runner" variants of the Winchester Model 1897 turn it into a Winchester Model 1912, also in its military "Trench Gun" configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.

Winchester Model 1912 Trench Gun - 12 gauge
The "Trench Runner" variant, with an outlandish paint job.
The "Battleaxe" variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.

Winchester Model 21

The Winchester Model 21 double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as "Model 21" in early footage, but was later renamed to simply "Sawed-off Shotgun" in the final game, likely because of the continuing Winchester trademark. In multiplayer, the "Domino" variant gives the shotgun full-sized barrels, while the "Cruiser" has a vertical foregrip and further shortened barrels, and the "Crusader" has a sawed-off buttstock. The "Acrobat" variant gets the "Cruiser"'s barrels and foregrip and the "Crusader"'s buttstock.

When Pack-A-Punched, it becomes the "Last Model"; its damage and reserve ammo count are both increased; unlike the M30 Luftwaffe Drilling, it doesn't gain any impossible capacity bonuses.

Winchester Model 21 - 12 gauge
The Winchester Model 21 in the selection menu.
Holding the sawed-off shotgun.
Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.
Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.
Ejecting the right shell.
Reloading both barrels of the Model 21.
Inspecting the "Acrobat" variant.

Self-Loading Rifles

Similarly to World at War, rifles are divided into two main groups: "Rifles", which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and "Sniper Rifles", which primarily consist of bolt-action rifles (as well as a lever-action one, a semi-automatic one, and even two anti-tank rifles) fitted with telescopic sights by default for sniping.

The "Rifles" category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.

Breda PG

The Breda PG was added in the Blitzkrieg event, referred to as "ITRA Burst". The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.

It is functionally analogous to the M8 rifles featured in Call of Duty: Black Ops II and III, even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the M16 from Black Ops III, the weapon has a contradictory description that says "4-round burst semi-automatic rifle", which basically means it fires a four-round burst with every pull of the trigger.

When Pack-A-Punched, the Breda becomes the "Hercules", with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.

Breda PG (original model) - 6.5x52mm Carcano
Breda PG (Costa Rican contract) - 7x57mm Mauser
The base Breda PG. Note the considerably lengthened front end.
Holding the "ITRA Burst".
Grabbing the magazine...
...which has no cartridges left. Note the Moschetto Automatico Roma 1935 XIII (meaning Automatic Musket Rome and with the XIII marking the 13th year of Musslini's rule according to Era Fascista calendar) markings.
Loading a fresh magazine.
Giving the magazine an extra tap during the empty reload; the charging handle is never used.
Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.
The left side of the "ITRA Burst".

Chauchat-Ribeyrolles 1918

The Chauchat-Ribeyrolles 1918 was added to the game in the Days of Summer event, placed in the SMG category under the name "Ribeyrolles". The default half-moon Chauchat magazine incorrectly holds 25 rounds as opposed to the correct 20, while the "extended mag" attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight. The upgraded variant is known as the "Roland's Count", while its rate of fire decreases when upgraded, it fires explosive rounds which do not damage the player.

Chauchat-Ribeyrolles 1918 - 8x50mmR Lebel
Holding the Chauchat-Ribeyrolles. Like in Battlefield 1, the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.
Reloading the Chauchat-Ribeyrolles.

Fedorov Avtomat

The Fedorov Avtomat was added to the game by the Days of Summer event in the rifles category as the "Automaton". This is a literal translation of the Russian term: "avtomat" works rather like "revolver" does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the "Extended Magazine" attachment is simply a longer version of this magazine that holds 37 rounds. When upgraded, it is known as the "First Red Hero", likely in reference to being the first automatic rifle used by the Soviet Union.

Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka
Holding the "Automaton".
Chambering the new magazine.

FG 42

The Fallschirmjägergewehr 42 is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The "Stinkeroo" and "Revised" variants have circular slotted barrel shrouds, giving them a resemblance to the MG30 machine gun. As for the "Kampfflugzeug" and "Stripe-Happy" variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon. German Heer forces in "Hill 493", "Ambush" and "The Rhine" inappropriately make use of this weapon. The FG 42 was issued exclusively to the Luftwaffe, although it should be noted that the Luftwaffe itself is not depicted in the game. Its scarcity and usage (due to the extreme material costs) also prevented much widespread use depicted as well.

Its Pack-A-Punched incarnation in Zombies mode is known as the "Device 450", with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).

FG 42/II - 7.92x57mm Mauser
The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling appears as if it is linked to the front of the forearm, but it's actually just wrapped around the gun.
The "FG 42" in-game.
Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.
Pressing the magazine release.
Getting a full magazine in place.
Charging the FG 42 with an underhand technique.
Inspecting the right side. Note the closed bolt; given that the in-game rifle fires exclusively in full-auto, this is incorrect, as the FG 42 fires from an open bolt in full-auto.
The "Revised" variant with the extended mag, which resembles a Bren's magazine.
Inspecting the "Revised" variant. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.
FG 42/II with bipod and ZFG42 scope - 7.92x57mm Mauser
Holding the scoped FG 42.
Looking through the ZFG42 scope.

Gewehr 43

The Gewehr 43 is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.

The "Chiller" variant is winter-themed and has a cloth wrapped around the barrel and handguard. The "Kapitan" variant is sawed off to pistol size but has a pistol grip and a folding stock from an M1A1 Carbine, as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a Gewehr 1888).

When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes "Barbarossa's Strike" (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).

Gewehr 43 - 7.92x57mm Mauser
The Gewehr 43 in the Winter Siege trailer.
Holding the G43.
Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.
Rectifying this problem, by inserting a new magazine...
...and releasing the bolt.
Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds and were straight. Also, note the Ausgangsseitengewehr bayonet; since the G43 lacks a bayonet lug, Sledgehammer apparently decided to attach it to the end of the cleaning rod instead.
The "Kapitan" variant in the weapon selection menu.

Gewehr 41

The "Nobel II" variant of the Gewehr 43 turns it into a Gewehr 41, albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the "Kapitan" variant.

Gewehr 41 (Walther Design) - 7.92x57mm Mauser
Gewehr 41 (Mauser Design) - 7.92x57mm Mauser
The "Nobel II" variant in the weapon selection menu.
A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.

StG 45 (G)

The StG 45 (G), a late-war prototype German assault rifle meant to replace the Sturmgewehr 44, was added to multiplayer in the July 23, 2019 update. It is known in-game as the "GBD-79". When upgraded, the Sturmgewehr is renamed to the "Compact Chaos".

StG 45 (G) - 7.92x33mm Kurz
A customized Grossfuss Sturmgewehr at the range.
Inspecting the customized Grossfuss Sturmgewehr. Note the extended magazine, which appears to be a shrunken-down MG15 mag. Despite using the same standard magazines, the StG 44, Gustloff Volkssturmgewehr, Grossfuss Sturmgewehr, and Wimmersperg Spz all have different extended magazine models in-game (all of which are fictional).

Gustloff Volkssturmgewehr MP 507

The Gustloff Volkssturmgewehr MP 507 was added in The Resistance event. It is depicted as fully-automatic; whether or not a full-auto version of the Volkssturmgewehr existed in reality is disputed. When the "extended mag" attachment is equipped, the weapon gains a fictional 45-round drum magazine, rather than the also-fictional 45-round straight magazine used by the Sturmgewehr. When the Volkssturmgewehr is upgraded in Nazi Zombies, it is renamed to "People's Storm", in reference to its English name. It features higher damage, larger magazine count and additional spare ammunition.

The "Goat II" variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The "Defiance" variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.

Gustloff Volkssturmgewehr MP 507 - 7.92x33mm Kurz
The VSG in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion.
The VG in the Aachen multiplayer map.
Aiming the Volkssturmewehr.
Giving the rifle a fresh magazine; these are (correctly) the same as those used by the StG 44.
Rechambering the rifle by pulling back on its upper assembly, with the user placing the actual charging handle between his thumb and forefinger. "The Goat II" variant has a cutout in the upper assembly and an independently-moving handle, which results in a different animation wherein it is pulled by itself.
Inspecting the right side of the VG.


The "Midnight" variant of the Kbsp wz. 38M resembles the French MAS-44 (which actually uses detachable magazines in reality). The "Husky" variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as "The Patriot". Ironically, both the "Midnight" and the "Husky" still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the "Kutusov" variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of "The Patriot".

MAS-44 - 7.5x54mm French
Holding the "Midnight". Judging by its appearance, it was probably never fired and dropped once.
Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.
The "Husky" variant.
Inspecting the "Husky", which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.

M1 Carbine

The M1 Carbine is still erroneously labeled as the "M1A1" as it was in World at War. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.

When Pack-a-Punched in Zombies, it is renamed to "M2 Carbine" and fires in full-auto, correct for the M2, which it isn't, as the model does not change and it lacks the M2's fire selector.

The "Lil' Biscuit" variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the "Body Snatcher" variant has an elongated barrel and handguard, and a modified version of the in-game front sight.

M1 Carbine - .30 Carbine
An M1 Carbine in first-person.
Aiming the carbine. Note the odd front sight, which seems to have come off of an M1918A2 BAR; rather fitting, given that the game's BAR lacks its front sight hood.
Reloading; note the lack of a bayonet lug, as compared to the image above..
Releasing the bolt handle; upon firing the last round, regardless of which magazine is inserted, the bolt will lock back. The real M1 lacks an automatic bolt hold-open (instead only having a manual one); 30-round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (as an indicator that the weapon is empty), though as this doesn't engage the weapon's bolt hold-open, the bolt immediately drops upon removing said magazine.
M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine
Speaking of which, here's the Carbine with its extended magazine; this holds 22 rounds in-game, in keeping with its "150% rounded down" rule of extended magazines. It's not the real 30-round "banana" magazine, and seems to be a elongated and curved version of the base magazine.

M1A1 Carbine

The "Bug Juice" and "Bite The Dust" variants of the M1 Carbine have the same visual attributes as the "Lil' Biscuit" and "Body Snatcher" respectively, except that they receive proper M1A1 folding stocks.

M1A1 Carbine - .30 Carbine
Post-war M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine. Reference image for the barrel shroud.
Holding the "Bug Juice" variant; somewhat bafflingly, it appears to have the later-added M2's fire selector switch.

M1 Garand

The iconic battle rifle of the American forces, the M1 Garand, makes a return in this game. Like in World at War, the weapon can be reloaded mid-clip. When fitted with the "Extended Mag" attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.

The "Front Line" variant has the front sight of an M1 Carbine and a thumbhole stock, while the "Independent" variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a Beretta BM59 Truppe Alpine, which would be entirely anachronistic. In Nazi Zombies, the "G.O.A.T." upgraded variant allows 2 round burst along with higher damage and impossibly extended magazines.

M1 Garand with leather M1917 sling - .30-06
The Garand in-game.
Aiming the M1. As is the case in many games, the rear sight is massively widened and raised high for indirect fire (as one would expect, it fires straight ahead in-game); this is generally done to provide a clearer sight picture.
Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.
Pushing the bolt into battery. While a Garand's action will not necessarily always close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to never close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in Call of Duty 3, Call of Duty: World at War: Final Fronts, and Call of Duty: Advanced Warfare.
Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the M14 Rifle - .30-06. The in-game "extended mag" isn't exactly modeled after this magazine, though.
Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.
Reloading the BAR-like magazine.
Beretta BM59 "Truppe Alpine" - 7.62x51mm NATO
The "Independent II" variant.
The "Front Line II" variant.

T26 Tanker Garand

The "Volunteer" variant of the M1 Garand turns it into a T26 Tanker Garand carbine, albeit with a different front sight. The "Rookie" variant also gets the same aspects, but with the same BM59 pistol grip as the "Independent" and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the "Rookie").

T26 Tanker Garand carbine - .30-06
The "Volunteer" variant.

M2 Carbine

The actual M2 Carbine, accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the "Bug Juice" variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.

Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct. When upgraded, the M2 Carbine turns into the "M2A2 Carbine", which is the name of a refurbished variant of the M2 Carbine. It features higher damage, 30 round magazines (by default) and increased ammunition.

The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.

M2 Carbine - .30 Carbine
A custom M2 Carbine at the range.
Reloading a custom M2 Carbine.


The PTRS-41 anti-tank rifle was added as a sniper rifle in the Attack of the Undead event. As in World at War it is a ridiculous choice for a single infantryman considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in World at War. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.

PTRS-41 - 14.5x114mm
The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.
Holding a scoped PTRS.

Simonov AVS-36

The AVS-36 was added to the "rifles" category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the "Extended Mag") instead of 15. When upgraded, it is known as the "Complex Beat".

Simonov AVS-36 - 7.62x54mmR
The AVS-36 at the range.
Reloading the AVS-36

Sturmgewehr 44

The Sturmgewehr 44 is the only true assault rifle in the base game. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The "Haywire" variant also has an Sport-Systeme Dittrich BD-44 stock; this is mechanically implausible, as the StG's stock contains its recoil spring. When upgraded in Zombies mode, it will be renamed to "STG770", along with the typical upgrades.

Sturmgewehr 44 - 7.92x33mm Kurz
Holding the StG.
Reloading. This animation is recycled from the first Modern Warfare (which in turn based it on its AK reload animation); the animation also appeared in Advanced Warfare.
Pulling the bolt handle (not quite far enough) back to chamber a round.
Examining the StG's other side.

MKb 42(W)

The "Serum" variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. Despite the many modifications applied to the weapon, the weapon can still be identified by the appearance of its pistol grip. It has a cut-down barrel and gas system, relocated and lowered rear sight, a different front sight, a compressed lower receiver, and the same Sport-Systeme Dittrich BD-44 as on the "Haywire".

On a side note, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various "Pistol Grip" cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.

MKb 42(W) - 7.92x33mm Kurz
– "Show us your war face!"
– "Arrrrgh!!"
A look of the "Serum" variant in the multiplayer trailer, equipped with a bayonet.
Inspecting the "Serum" variant. Note the cropped dust cover and exposed bolt carrier.

StG 45 (M)

The "Red Baron" and "Shingles" variants of the Sturmgewehr 44 turn it into a StG 45 (M), but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.

MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).
A soldier holding his newly acquired "Shingles".
Inspecting the "Shingles" variant of the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn. In WWII, Epic variants (like the "Shingles") are always dirty or otherwise worn, while the Heroic variants are clean and pristine. Many weapon variants appear in both Epic and Heroic forms (the "Shingles" is not one of them however), with the Heroic variants' names being suffixed with a "two" ("II").

Sudayev AS-44 Model 4

The Sudayev AS-44 Model 4 assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the "Rifles" category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum (of the same type as the Gustloff Volkssturmgewehr, despite them using completely different magazine designs in reality). Unlike the real AS-44, the in-game weapon fires from a closed bolt.

The "Prototype 7" is the upgraded variant of the AS-44 in Zombies, the name in reference to it being the seventh and last prototype before development was ended.

Sudayev AS-44 Model 4 - 7.62x41mm M43
Holding the Sudayev AS-44 Model 4.
Inserting a new magazine.
Rechambering with an underhand technique.

Tokarev SVT-40

Yet another weapon returning from previous games, the SVT-40 is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate Gewehr 43 prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.

The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to the AVS 36.

The "Siberian" variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees. When upgraded, the SVT-40 will be renamed to the "AVT-40", however it is not a true AVT-40, it is merely a reskin akin to the M1A1 to "M2 Carbine". The upgraded variant allows for fully automatic fire (akin to the real AVT-40), along with higher damage.

Tokarev SVT-40 - 7.62x54mmR
The SVT in-game.
Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.
Pulling the charging handle.

AG-42 Ljungman

Interestingly, the "Shack Man" variant of the SVT-40 gives it a receiver rather like that of an AG-42 Ljungman rifle, as well as different iron sights and muzzle brake, and a shorter barrel.

AG-42 Ljungman with magazine removed - 6.5x55mm Swedish
The "Shack Man" variant.

Rasheed carbine

The "O.A.O" and "S.O.L." variants resemble the Rasheed Carbine, an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the "Shack Man" variant, but has a folding "coat hanger" East German AK stock (which is obviously anachronistic) and a Sten skeletonized pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the "Shack Man" and "O.A.O" variants), a custom muzzle brake and a magazine pouch on the buttstock.

Rasheed carbine - 7.62x39mm
The "O.A.O." variant.
Holding the "O.A.O."
Inspecting the carbine.
The "S.O.L." variant.

Type 5 rifle

The Type 5 Rifle was added to the "rifles" category in the Blitzkrieg event. Essentially a Japanese copy of the M1 Garand, it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.

The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round Arisaka stripper clips, which is the same error previously committed by DICE in Battlefield 1943 and Battlefield: Bad Company 2; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in WWII is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.

Despite its correct lack of a clip latch, mid-magazine reloads are still possible on WWII's Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in Battlefield games, and unlike WWII’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The "Extended Mag" attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a Lee-Enfield rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.

The "Clockwork" variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle. The "Go Ban" upgraded variant has typical Nazi Zombies upgrades, increased damage, doubled magazine capacity and increased ammunition.

Type 5 rifle - 7.7x58mm Arisaka
The Type 5 in the weapon selection menu.
The "Clockwork" variant.

Wimmersperg Spz-kr

The Wimmersperg Spz-kr, a German late-war assault rifle design (actually a family of designs, the in-game weapon being the magazine-pistol-grip styled kv or kr carbine variants) intended to combine bits from both the Sturmgewehr 44 and the Sten to create a cost-saving assault rifle, was physicalized and added to multiplayer in the July 23, 2019 update. No units of the Wimmersperg Spz were known to have ever been made in real life. When upgraded, it is renamed to the "Spz-X".

The in-game weapon features a standard StG 44 rear sight by default; in real life, the known description of the weapon's concept (from Sturmgewehr! From Firepower to Striking Power by Hans-Dieter Handrich) describes the weapon as having a different rear sight from the StG 44, and the sights also slightly offset to the left. The in-game model does feature a dovetail scope mount to the right of the weapon, matching descriptions of the concept.

Wimmersperg Spz-kr - 7.92x33mm Kurz. (Modern reconstruction based on original sketches.)
A customized Wimmersperg at the range.
Inspecting the customized Wimmersperg. Note the very Sten-like receiver design.

Wz. 38M Maroszek

The Wz. 38M Maroszek (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the "Karabin". A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped Karabiner 98k or Gewehr 43 rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.

"The Patriot" variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.

Wz. 38M Maroszek - 7.92x57mm Mauser
The scoped Karabin in game.
Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.
Chambering a new round.
A German soldier aims an unscoped Karabin in the Story Trailer.
The vanilla wz. 38M in the campaign.
Iron sights of the Karabin.

Manually-Operated Rifles/Carbines

The "sniper rifles" class consists of the following manually-operated rifles & carbines, as well as the aforementioned semi-automatic Kbsp wz. 38M and PTRS-41. The weapons from that category were originally associated with the Mountain division in multiplayer, which allows their users to "Hold Breath", the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.

The "iron sights" attachment was made available for all "sniper rifles" following the Attack of the Undead event, which removes their default optics.

Arisaka Type 38

The Arisaka Type 38 (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the "sniper rifles" category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform "diagonal clip shoving" reloads. The "Extended Mag" attachment attempts to ruin this by giving the weapon a Lee-Enfield-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.

Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of "Defaced Chrysanthemum"; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically "defaced" (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier Murata rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.

For some reason, the side of the scope is marked with 九九式小銃 (kyū kyū shiki shōjū), which means Type 99 rifle.

Arisaka Type 38 - 6.5x50mmSR Arisaka
Arisaka Type 97 - 6.5x50mmSR Arisaka
The Arisaka in first-person.
A look through the Arisaka's scope. The reticle is based on the real Arisaka's sniper scope reticle, and has mostly correct horizontal markings, but its vertical markings are completely different and somewhat nonsensical. The real reticle has a 0m zeroing marking near the center, and has a vertical axis that goes down with increasing zeroing markings. Here, the reticle gains a new set of increasing ranging markings going up, apparently implying a negative zero of up to -1400m. The 2 marking extended to the side is this way on the real reticle to fit it into the tight available space; here it's retained apparently solely for the cool factor, and it's also moved above 0.

Arisaka Type 44 Carbine

The "Black Hornet" variant turns the long Arisaka into an Arisaka Type 44 carbine with an unusable folded bayonet.

Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka
The "Black Hornet" variant.

Arisaka Type 2

The "Ronin II" and "Hydra" variants are Arisaka Type 2 Paratrooper rifles.

Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm
The "Ronin II" variant.
The "Hydra" variant.

De Lisle Carbine

The rare De Lisle Carbine was added to the "sniper rifles" category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual "balance reasons"; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.

Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the "Extended Mag" attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.

When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the "Subsonic Scream" (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.

De Lisle Carbine - .45 ACP
A soldier running with his carbine in the trailer of the United Front DLC.

Karabiner 98k

The Karabiner 98k is available in the game. The Extended Mag attachment is the rare 20-rounder trench magazine from the earlier Gewehr 98, which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable. Reloading the regular Kar98k has a lot of inaccuracies (which are shared with most of the other base game bolt-action rifles), namely;

  • There is no dynamic reload in for base game bolt-action rifles in WWII, therefore the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for rounds still in the rifle or how much ammo is in the player's reserves.
  • The stripper clip is attached and loaded diagonally, allowing the rifle to still be reloaded with stripper clips even when scopes are used, which would block stripper clips in reality.
  • The stripper clip is shoved into the magazine in its entirety, clip and all. This one seems to have been fixed in a patch however.

When Pack-A-Punched in Zombies mode, the Kar98K becomes the "War Model", the English translation of the German term "Kriegsmodell", used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).

Karabiner 98k - 7.92x57mm Mauser
The Kar98k in-game, used without a scope; prior to the Attack of the Undead event, this was the only rifle in the "sniper rifles" category that had the "iron sights" attachment in multiplayer.
Incorrectly reloading the Kar98k.
Inspecting a Kar98k fitted with the Extended Mag attachment.
Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.
The pickup animation of the Karabiner 98k, where Daniels chambers a round.
Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the "Stronghold" mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.

Lee-Enfield No.4 Mk.I(T)

The Lee-Enfield No.4 Mk.I(T) appears in the game. It was referred to as the "Commonwealth" in the beta, but this was later changed to "Lee Enfield".

The "Sweetie" variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the "Roundabout" and "The Royal" are sawed off to pistol size, though "The Royal" variant still has a No.4 Mk.I buttstock.

Lee-Enfield No.4 Mk.I(T) with scope - .303 British
Lee-Enfield No.4 Mk.I - .303 British
Holding the Lee-Enfield.
Like the Kar98k and the Springfield, the Lee-Enfield is reloaded with a stripper clip loaded in diagonally, allowing it to bypass the scope. The reload also only loads one clip regardless of rounds remaining the gun, allowing it to replenish all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.
Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional. The extended mag is reloaded by detaching and replacing it.
Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.
Inspecting "The Royal" variant. Note that the front sight is retained.


The MAS-36 is featured in multiplayer as the "M36", added in the July 23, 2019 update. It incorrectly holds 10 rounds in its 5-round fixed magazine, increasing to 15 with the fictional extended one; even more bizarrely, these are loaded one-by-one (i.e. no stripper clips), regardless of whether or not the weapon has a scope fitted (which wouldn't block the action anyway, since it's mounted onto the barrel and not the receiver).

MAS-36 - 7.5x54mm French
An M36 at the range. This is the "Rancher II" variant.
Inspecting the MAS-36.
The base MAS-36 with iron sights.
Note that even with just iron sights, the rifle is still reloaded one round at a time rather than with a charger.

Mosin Nagant Hybrid

The Mosin Nagant was added to the sniper rifles class in the Days of Summer event. It is referred to as the "3-Line Rifle" (the full designation was the "3-Line Rifle M1891"), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.

Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion, and the full 5-round clip isn't used for every single reload. When the weapon is scoped, the reload has the player character loading three (or less) loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the "iron sights" attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the 7-round "extended mag" is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.

At release, the player character would fail to cover the action during a mid-magazine reload, and unnecessarily covers the action during an empty reload, regardless of attachments. These appear to have been fixed in a later update.

Mosin Nagant M1891 - 7.62x54mmR
Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mmR
A custom Mosin-Nagant at the range.

Schälldampfer Karabiner

The Schälldampfer Karabiner (or SDK for short), an allegedly WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using Luger P08 magazines) was added to the "sniper rifles" class in the Halloween Scream event; it is referred to as the "SDK 9mm". Note the word "allegedly"; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.

Much like the earlier-added De Lisle Carbine, it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).

Schälldampfer Karabiner w/ scope, magazine, loose rounds, & Iron Cross pin - 9x19mm Parabellum
The SDK in-game.
Inspecting the left side of the SDK...
...and the right. Note how the magazine sticks a short ways out of the well; on the actual rifle, the Luger magazine's distinctive round grasping knobs sit directly in the notches on the bottom of the stock, leaving much less of the magazine exposed.

Springfield M1903

The Springfield M1903 is one of the available sniper rifles. With Extended Mags, it gains an Air Service magazine incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.

When Pack-a-Punched in Zombies it gains the name of "Massachusetts" a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.

Springfield M1903 Mk 1 - .30-06 Springfield
A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.
The Springfield in-game, with its default sniper scope.
Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.
The unscoped Springfield in-game.
Iron sights.

Sporterized M1903 Springfield

The "Gum Shoe" variant resembles a sporterized version of the Springfield; the third is missing a stock for no practical reason.

Sporterized M1903 Springfield - .30-06 Springfield
Inspecting the "Gum Shoe"; note the non-standard striker design.

Springfield M1903A4

The "Ranger" variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the sights of an A1; the M1903A4s lacked irons entirely). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.

M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield
The "Ranger II" variant.
Holding the "Ranger II" on the streets of occupied Paris.
Inspecting the left side. Like the "Gum Shoe", it has an odd enlarged striker.
Inserting the extended magazine.

Winchester Model 70

The "Warbird" and "Faithful" variants have distinctly different receivers, resembling Winchester Model 70s; both feature sporter-style forends, Unertl scopes (by default), and hooded front sights, with the former having a conventional M1903-style stock, and the latter having the same two-piece stock setup as the "Ranger".

Winchester Model 70 with 7.8x Unertl scope - .30-06 Springfield

Winchester Model 1894

A Winchester Model 1894 is seen in the hands of a young Ronald "Red" Daniels in the intro cutscene of the campaign mission "Stronghold". The rifle was later added as a playable sniper rifle in multiplayer following the Attack of the Undead event. Like the Browning BLR from Advanced Warfare, it is simply referred to as "Lever Action", presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the Call of Duty series).

It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a Winchester Model 1895, which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.

The "Scorpion" variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with "The Sheriff" and the "Dread" variants, also has a greatly enlarged lever loop. The "Dread" and "Prospector" variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.

Winchester 1894 - .30-30 WCF
Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.
The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.

Wz. 35 Ur

The Wz. 35 Ur, a Polish anti-tank rifle, was added to the game in the June 4th, 2019 update. By default, it is fitted with what appears to be a Russian PU scope on a completely fictitious mount, though the historically-appropriate iron sights are available as an optional "attachment". It incorrectly holds 5 rounds in its 4-round box magazine (or 7 in the fictitious extended one). It appears to have been rather closely based on the code for something else, since its sounds are near-identical to the rest of the rifles (as opposed to the substantially deeper sound of the game's other AT rifle, the PTRS-41), and its ejected casings are both too small and come out too soon. When Pack-a-Punched it becomes the "Show stopper".

Wz. 35 Ur - 8x107mm DS
The Wz. 35 Ur in the combat records menu.
A custom Wz. 35 Ur on the range.
Inspecting the Wz. 35 Ur.

Machine Guns

As with multiple Call of Duty titles, the machine guns class in WWII is referred to as "light machine guns", even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun, and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun. The BAR is categorized as a "rifle" in-game (which it does not benefit from the bipod ability, as a result), but it is categorized as a machine gun for the purposes of the wiki.

After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all "light machine guns" equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.

Breda Modello 30

The Breda Modello 30 is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theater, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the "GPMG", short for General-Purpose Machine Gun, even though it's actually a light machine gun (or a no-purpose machine gun if performance is taken into account), ironically reversing the GPMG-to-LMG misclassification common in the series. The Modello 30's Zombies upgrade is ironically known as "Good Enough", which fires explosive bullets.

Similarly to the bolt-action rifles, it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.

A much more fitting and reliable choice for a winter-themed machine gun would be the DP-28, which saw heavy use by both sides during the Winter War and on the Eastern Front.

Breda Modello 30 - 6.5x52mm Carcano
The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.
Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.
Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...
...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.

Breda Modello 37

The "Fiore di Morte" variant is a hybrid between the Breda Modello 30 and the Breda Modello 37.

Breda Modello 37 - 8x59mmRB Breda
The "Fiore di Morte" at the range.
Reloading the "Fiore di Morte".
Customizing the "Fiore di Morte."

Bren Mk1 (M)

The Bren Gun is one of the light machine guns included at release. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when "extended mag" attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a Call of Duty game. It is used by both US forces and British SOE operatives seen in "S.O.E.", both uses of the Bren are rather inappropriate as the main British forces (which do not appear in the campaign mode) are issued to it. US forces use the M1918A2 BAR as their "machine gun" of sorts and SOE operatives prefer more covert weapons.

Amusingly, the "King and Country" and "Combatant" variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the Nambu Type 11. The "Ronnie" upgraded variant allows the player to be shielded when reloading from empty, in addition to the other buffs it provides.

Bren Mk1 (M) - .303 British
The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.
Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.
Mashing in a new magazine.
Pushing the charging handle forward.

Nambu Type 99

The Type 99 Light Machine Gun appears as the "Royalty" variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The "Bren - Crown" variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.

Type 99 - 7.7x58mm Arisaka
Holding the "Royalty II".
Looking at the left side.

Browning M1919A4

The Browning M1919A4 machine gun is chiefly seen as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt. Like the German machine guns, its fire rate is nowhere near its real rate.

Browning M1919A4 - .30-06 Springfield
An American soldier firing a Browning M1919A4.
Daniels holds the Browning. As in World at War, firing this weapon from the hip would be very impractical: an M1919A6 would have been more appropriate.
Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.
Daniels encounters a rare American equivalent of "Hitler's Buzzsaw": "Patton's Scissors."

Stinger machine gun

Instead of adding the singleplayer M1919A4 to multiplayer, the anachronistic Stinger machine gun was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the M1 Carbine and bipod of the BAR; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations (particularly the belt reload) and its rate of fire of 314 RPM, instead of the 1200 RPM the real weapon offers.

The weapon uses a loose 80-round belt by default, but with the "Extended Mag" attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason).

The "American Muscle" and "The Basilisk" variants gain a pistol grip and a shoulder stock similar to that of the Browning M1919A6, but not identical to it. The "American Muscle" also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider. The "Hurt Box" is its upgraded variant in Zombies, which can stun certain enemies.

Stinger machine gun replica built by the Canadian Historical Arms Museum - .30-06 Springfield
The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the odd-looking bipod, the curious vertical carrying handle, and the strange non-standard slotted barrel shroud. The style of the front sight and the way the carrying handle is mounted indicates that WWII's Stinger is referenced after the Stinger replica built by the Canadian Historical Arms Museum instead of the one built by Guiette Mfg., Inc.
The Stinger in-game. Note that the cocking slot opening visible on the left side of the AN/M2 and the Stinger's receiver is absent in-game.
The Stinger with bipod deployed.
Aiming down the sights.
Inspecting the Stinger. The feed tray cover has been embellished with a fictional screwed-on plate; the writing on it claims it is a "Sledgehammer machine gun" manufactured by "ATVI-SHG MFG" in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.
Loading a new belt.
The Stinger with the "Extended Mag" attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.
Inspecting the Stinger with the fictional belt box. It seems that the weapon artist was told to model a fictional 60-round belt box, complete with proper stenciling saying "60 ROUND MAG", but the game designer in charge of weapon stats was told to completely ignore it.

FM 24/29

The Chatellerault FM 24/29 is featured in multiplayer simply as the "Chatellerault", added in the July 23, 2019 update. Its extended magazine model is the same side-mounted drum as used on the in-game Bren. The upgraded variant renames it to the "The Black Cat".

FM 24/29 - 7.5x54mm French
A Chatellerault M1924/29 at the range.
Inspecting the Chatellerault M1924/29. This is the "Death Blinger" variant. Despite its flashy appearance, this is only an Epic variant, not the Heroic.

Charlton Automatic Rifle

The Charlton Automatic Rifle was added to the "rifles" class in the Halloween Scream event. It is called "NZ-41" in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds. The upgraded variant is the "Slice of Kiwiana", along with the typical buffs upgraded weapons have, the Charlton has a unique ability where headshots have a chance to cause a fiery death effect that stuns and attracts zombies.

Charlton Automatic Rifle with 10-round magazine - .303 British
Charlton Automatic Rifle with 30-round magazine - .303 British
The Charlton in-game.
Inspecting the Charlton. First the right side...
...then the left.
Aiming down the sights.
Reloading. First inserting a ten-round magazine...
...then chambering a round.
Inspecting a Charlton fitted with a modified Bren magazine.

Kg m/21

The Kg m/21, a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG. The "Swedish-Chocolate" upgrade allows infinite spare ammunition, but it cannot be reloaded until the magazine is empty and reloading the weapon will give the player between 4 to 50 rounds. The upgraded variant also fires glowing bullets which can deal extra damage.

Kg m/21 - 6.5x55mm Swedish
The Kg m/21 in the combat records menu.
A custom Kg M/21 on the range.
Inspecting the Kg M/21. It has been fitted with the straight extended mags.

Lewis Gun

The Lewis Gun appears for the first time in a Call of Duty game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket. When the Lewis Gun is upgraded, it becomes the "Belgian Rattlesnake".

The "Landship" variant retains its cooling jacket; it also lacks a rear sight for some reason. The "Boulevardier" and "English Oak" variants have weird chunky forearms around the gas system, and the "English Oak" also has the spade grips of the Aircraft Lewis Gun. The former also lacks rear sights.

Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.
The Lewis Gun in-game.
Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.
Reloading; the magazine release is never touched.
Concluding a reload with a tug of the charging handle.
The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so Sledgehammer Games invented this strange extended magazine with a deliberately thin end.

Type 92 Machine Gun

The "Chatter Box" variant is a Japanese Type 92 machine gun, recognizable by its larger trigger guard and lack of a stock.

The "Landship" also has the Type 92's trigger guard.

Japanese Type 92 with forced-air cooling jacket - 7.7x58mmR Arisaka.
The "Chatter Box" variant, complete with barrel shroud and extended trigger guard.

M1918A2 Browning Automatic Rifle

The BAR is classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.

One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the "Old Captain" and "Dude Up" variants. The latter two also have an elongated handguard, with the "Dude Up" having a different raised buttstock as well. The "Fly Boy" variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the "Fly Boy" are the only versions to be equipped with a carrying handle in-game. When upgraded, the BAR is renamed to the "FU-BAR", along with increased damage, magazine capacity and spare ammunition.

M1918A2 Browning Automatic Rifle - .30-06 Springfield
M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06 Springfield
Holding the BAR.
Pulling the handle.
The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.

Colt R75

The "Cool Hand" variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.

Colt Model 1925 (a.k.a Colt R75).
Holding the "Cool Hand".
Inspecting the left side.

M1941 Johnson machine gun

The M1941 Johnson machine gun appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG. The M1941's Nazi Zombies upgrade is the "Emma Gee", along with the typical upgrades as one would expect. It is seen with the main US forces in "Collateral Damage" and "The Rhine". However, its historical use of the M1941 would only be regulated to US special forces and Marines throughout the war, which makes its appearance there inappropriate.

M1941 Johnson machine gun - .30-06 Springfield
A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.
Reloading. This default magazine model is too short for the in-game 25-round capacity. The actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds.

M1944 Johnson machine gun

"The Cook" variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The "Jawbreaker" variant also has the buttstock of an M1944.

M1944 Johnson machine gun - .30-06 Springfield
Holding "The Cook".
Inspecting the top side...
...and the left side.

M1941 Johnson rifle

The "Battle Watch" and "Savior" variants of the M1941 Johnson machine gun turn its visual appearance into that of the M1941 semi-automatic rifle, though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the M1941 machine gun.

M1941 Johnson rifle - .30-06 Springfield
Holding the "Battle Watch II".
Inspecting the rifle.
Aiming down the M1941 rifle-style sights.

MG 15

The MG15 machine gun, converted for ground usage, is another new machine gun present in the base game. It is the standard machine gun for the Wehrmacht in the campaign, even though the MG34 would be more suitable. The weapon's in-game fire rate is at 722 RPM, far lower than its real-world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead). It is known as the "Prop Shredder" when upgraded.

The "Guerilla" and "Blade" variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough real). The "Shorty" variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a Maxim LMG 08/15.

The default in-game stock pad is different from that of the reference image below and is closer to this example. The reference image stock pad however is found on the "Guerilla" and "Blade" variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The "Guerilla" and "Blade" variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.

MG15 converted for ground usage - 7.92x57mm Mauser
The MG15 as shown in the MP Reveal Trailer.
The MG15 in the hands of a soldier. The default magazine for the MG15 is a bizarre "half-saddle drum", which holds 50 rounds in multiplayer and 75 in singleplayer. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.
Aiming the MG15.
Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.
The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.

MG 42

The iconic MG42 is present as a man-portable version. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the MG15 for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The "Zipper" variant has a circular barrel shroud like the MG34. The "Bone Saw" upgrade allows for a heavily increased rate of fire, similar to its real-life counterpart. "The Vintage" is another variant of the MG42 obtainable through an Easter Egg in "The Frozen Dawn", with an increased magazine capacity of 125. This can be upgraded further to the "Freak Show", along with a 250-round magazine.

MG42 - 7.92x57mm Mauser
Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role.
Holding the portable MG.
Pulling the charging handle.
The "Extended Mag" attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.
Reloading the belt drum.
Closing the top cover.

Rheinmetall MG 39 Rh

The "Devil's Piano" variant is based on the Rheinmetall MG 39 Rh, a WW2-era German experimental GPMG meant to replace the MG 34.

Rheinmetall MG 39 Rh - 7.92x57mm Mauser
Inspecting the Rheinmetall MG 39 Rh.

MG 81

The MG 81 was added to the light machine gun class in the Operation: Shamrock & Awe event. Like its predecessor the MG 15, it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun).

It is fed by a 60-round loose belt; the "Extended Mag" attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view. When upgraded in Nazi Zombies, it becomes the "Spandau Serenade".

The "Big Irish" variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The "Dark Lord" variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The "Untamed II" variant is much the same as the "Big Irish", but with a wire-frame AA sight different from both the standard version and the other variants.

MG 81 converted for ground usage - 7.92x57mm Mauser
The base MG 81. Note the bipod which appears to be more or less glued onto the muzzle.

VMG 1927

The VMG 1927 was added to the game in the Covert Strike community event. The in-game model is embellished with additional parts visible on the side of the receiver. The base 50-round drum magazine model is also fluted instead of smooth, making it somewhat resemble half of an MG15 magazine. When extended magazines are equipped, the magazine model changes into an MG15-esque 75-round double drum magazine. It is known as "78 Deaths" when upgraded in Zombies mode.

VMG 1927 - 7.92x57mm Mauser
Holding the VMG 1927.
Pulling the charging handle.
Inspecting a VMG 1927 with an extended magazine.
A VMG 1927 equipped with a reflex sight and an extended magazine.



The Gewehrgranatengerät rifle grenade launcher was made available to the Axis "Rifles" in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in World at War, the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.

Gewehrgranatengerät (a.k.a. Schiessbecher) - 30x250 mm
A Gewehrgranatengerät mounted on a Gewehr 43.
Loading the Gewehrgranatengerät mounted on a G43. Like in WAW, the grenade appears to be the Große Gewehrpanzergranate grenade.


The Luftfaust (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the "Fliegerfaust," changing to "Luftfaust-B" when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.

The weapon is shown as firing rockets individually or in an alternate "free-fire" fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually did, all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.

Replica Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm

M1 Bazooka

The M1 Bazooka appears as the main rocket launcher for the Allied forces. It is incorrectly defined as an "anti-aircraft launcher" in-game.

M1 "Bazooka" - 2.36 inch
The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in Saving Private Ryan.
Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.

M7 grenade launcher

The M7 Rifle Grenade Launcher is found attached to the M1 Garand in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.

Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the "rifles" category. Like in World at War, the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the Dyakonov). German rifles use the Gewehrgranatengerät instead.

M7 rifle grenade launcher - 22mm
Mk 2 training grenade fitted with M1A2 rifle grenade adapter
An M1 Garand with the grenade launcher in-game.
First person view of the mounted grenade launcher.
Loading an Mk 2 grenade.


Panzerfausts can be seen through the single-player campaign which are unusable for the player.

Panzerfaust - 44mm with 149mm warhead
Two Panzerfausts in a weapon crate.


The Panzerschreck appears as the main rocket launcher for the Axis forces. Despite using entirely different rockets, the Panzerschreck in-game shares the same ammo pool as the M1 Bazooka.

RPzB 54 "Panzerschreck" rocket launcher - 88mm
Holding a rusty Panzerschreck.
"Aiming" the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.
Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact, loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.
Looking at a surrendering German Tank Hunter (an Unterfeldwebel, Staff sergeant) in the single-player campaign who carries two 88 mm rockets. Also, note the four golden Sonderabzeichen für das Niederkämpfen von Panzerkampfwagen durch Einzelkämpfer Tank Destruction Badges on his right arm which was awarded for the shooting down of the 5th tank.


Flamethrowers are occasionally found in single-player, while in multiplayer they are available through a scorestreak. They have 100 units of limited ammo (which is more fuel than it is what is capable of compared to real life), and they cannot be overheated.

Flammenwerfer 35

The Flammenwerfer 35 appears as the flamethrower for the Axis forces in multiplayer and campaign, and is a collectible memento during the third single-player mission "Stronghold". It is obsolete during the game's time period, as the improved Flammenwerfer 41 is used as the standard flamethrower for German forces throughout the war.

Flammenwerfer 35
Holding the Flammenwerfer. Not a very good idea to hold the extremely hot barrel bare-handed, Daniels.
A flamethrower on the ground.
A German soldier with the Flammenwerfer in the Story Trailer.

M2 Flamethrower

The M2 Flamethrower appears as the main flamethrower for the Allied forces.

M2 Flamethrower
Holding the "M2 Flamethrower".
A GI armed with the M2 Flamethrower after clearing out one of the towers of the Ludendorff-Brücke.

Flare Gun

LP-42 Flare Pistol

The Leuchtpistole 42 is a collectible memento during the seventh single-player mission "Death Factory".

Leuchtpistole 42 Flare Pistol - 26.65mm
The Leuchtpistole in the memento menu.
Daniels discovers the flare pistol.

Grenades & Explosives

F-1 hand grenade

Several F-1 hand grenades can be seen hanging on the "Russian Engineer" and "Russian Sailor" uniforms.

F-1 hand grenade
The F-1 attached to the belt of the "Russian Engineer" who wears a Budenovka hat.

M1A1 Bangalore Torpedo

In the first mission singleplayer and the war mode multiplayer map "Operation Neptune", both depicting the Allied invasion of Normandy, M1A1 Bangalores are used to blow up German barbed wire defenses.

Crate containing M1A1 Bangalore Torpedoes.
Daniels assembles a Bangalore during D-Day in yet another recreation of the Omaha Beach scene from Saving Private Ryan.

M1A1 Mine

In the Hürtgenwald campaign level ("Hill 493"), Daniels is instructed to set up a defensive perimeter with M1A1 Mines. These mines are depicted as anti-personnel in-game, rather than being anti-armor in real life.

M1 and M1A1 anti-tank mines
Daniels holds an M1A1 Mine.

M18 Smoke Grenade

The M18 smoke grenade is found in Call of Duty: WWII, with white, green, and red versions appearing in-game, each used for different purposes.

In single-player, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is used for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called "M16 Air Mark Smoke Grenade" on the HUD.

In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.

Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player character a "Germanized" M18 smoke grenade, with German markings and a Balkenkreuz symbol. A more appropriate smoke grenade for the Axis would be a Nebelhandgranate 39.

In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the "M18" part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.

M18 smoke grenade
The smoke grenade in the selection menu. Note that white is not a color the M18 is available in; this should be an AN/M8 HC smoke grenade (which would have the marking "SMOKE HC").
An M18 on the ground. Note how the spoon is incorrectly still in place.
Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.
The Axis version. Note that is just the M18 model with some German markings and the Balkenkreuz added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The "Nb-BZ38" marking stood for "Nebel Brennzünder 38", a type of smoke grenade fuse used on German smoke grenades. The "15 Rauch N2" marking appears to be based on the "15 Zündlg. N 2" marking on the German smoke grenade cases, the "15" referring to the number of grenades that can be held in the case. "Rauch" literally means "to smoke" in German.
The "M16 Air Mark Smoke Grenade" in-game.

Mills Bomb

Australian uniforms are equipped with Mills Bombs.

No. 36M Mk.I "Mills Bomb"
The Mills in-game.

Mk 2 hand grenade

The Mk 2 hand grenade is the standard frag grenade for the Allied side.

Mk 2 hand grenade
The Mk 2 grenade in the selection menu.
Sgt. Pearson with a Mk 2 grenade.
Throwing a Mk 2 grenade.

Mk. V CN Gas Grenade

The American Mk V can be equipped in multiplayer.

Mk. V CN Gas Grenade
The Gas grenade in the selection menu.
The grenade on the ground.

Model 23 Haanbombe

The Danish M23 Haanbombe is seen on the "Danish Resistance" uniforms.

Model 23 Haanbombe
The "Danish Resistance" uniform with two Haanbombes hanging from the belt. Note the M1923 helmet of the Royal Danish Army with the coat of arms on it.

Model 24 Stielhandgranate

The Model 24 Stielhandgranate appears in the game, modeled with the fragmentation sleeve of the Model 43 Stielhandgranate. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.

Model 24 Stielhandgranate with fragmentation sleeve
Model 43 Stielhandgranate with fragmentation sleeve
Using a hybrid Stielhandgranate in the multiplayer.
Unscrewing the cap.
Model 24 Stielhandgranate
A box of M24s in the singleplayer.
Several correct modeled stick grenades in an ammunition box.
A Model 24 Stielhandgranate tucked into the belt of the "Polish Underground" Resistance fighter's uniform.

Model 39 Eihandgranate

A bundle of Model 39 Eihandgranates appears in the "The War Machine" DLC as a booby trap. Originally exclusive to the War Mode map "Operation Husky", it was later added to the main game in the "Infected" game mode.

Model 39 Eihandgranate
A bundle of Eihandgranaten in the trailer.

No. 69 High-Explosive Grenade

The No. 69 High-Explosive Grenade appears in multiplayer as the "British No. 69." It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an "offensive" lethal grenade designed to have a smaller radius of effect than a "defensive" fragmentation grenade like the Mills Bomb. The American Mk3 Offensive Blast Grenade, a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.

No. 69 Mk. I
The No. 69 grenade in the selection menu.

No. 74 ST grenade

The No 74 ST Grenade appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.

No. 74 MK. 1 Anti-Tank Grenade S.T. "Sticky Bomb"
The No. 74 ST grenade in the selection menu.
Throwing the Sticky Bomb.

OF 37 grenade

Two OF 37 hand grenades can be seen on the "French Legionnaire" uniform.

OFX 37 with Mle. 1935 fuze
The grenade on the uniform.

Pole Charge

During the mission "Hill 493", Daniels escorts Pvt. Parker who carries a pole charge to destroy a German bunker.

Pvt. Parker holds the pole charge.


The RGD-33 stick grenade can be seen on the "Russian Engineer", sailor, "Soviet Sapper", and "Soviet Underground" uniforms in multiplayer.

RGD-33 stick grenade
Two RGDs hanging from the sailor's belt.
The "Soviet Underground" with two RGDs.
The "Soviet Sapper" with an RGD-33 between his right arm and his SN-42 body armor ("Стальной нагрудник"; Steel Bib).


The S-Mine appears as the "S-Mine 44". In-game, it takes the place of a soldier's grenades in multiplayer and serves the same role as it did in World at War (and the same role as the M18A1 Claymore from the modern titles).

S-Mine 35
When equipping the S-Mine the player character pulls the safety pin.
A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.
A placed S-Mine on the ground.

Tellermine 42

Tellermine 42 AT mines are seen on top of sticks, so-called Rommelspargel ("Rommel's asparagus"), during the "D-Day" single-player mission and "Operation Neptune" in the multiplayer mode.

Tellermine 42
The Tellermine 42 seen in the "Operation Neptune" War mission. Note the low-detailed pressure cap and plate. The body is mislabeled with T Mi Pilz which indicates to the Tellermine 43.

Mounted Weapons

2 cm FlaK 38

2cm FlaK 38 guns can be seen in various places in single-player, and usable in some scripted setpieces where one is used to engage enemy planes.

2 cm FlaK 38 in single mounting - 20x138mmB
A Flak 38 mounted on the beach in the HQ.
A Flak 38 mounted on a disabled Halbketten-Lkw Ford "Maultier".
Manning the Flak.
The right side of an intact Ford.

2 cm KwK 30

Sd.Kfz. 231 armored cars on the multiplayer map "Anthropoid" are equipped with KwK 30 autocannons.

Kampfwagenkanone 30 mounted on an Sd.Kfz. 222 - 20x138mmB

2-Inch Mk. VIII Mortar

A 2-inch Mk. VIII Mortar is seen strapped to the backpacks of the "British Commando" paratrooper uniform in multiplayer.

The 2-inch Mk. VIII Mortar in-game.

20 mm Oerlikon Cannon

Oerlikon 20mm Cannons can be seen mounted on U.S. ships on D-Day and the multiplayer map "USS Texas".

Oerlikon Cannon - 20mm
The Oerlikon Cannon on board of the USS Texas.

40 mm Bofors

Several Bofors 40mm AA-guns are seen on the maps "Gibraltar" and "Dunkirk" (which is inspired by the movie scene of Atonement and of the 2017 movie).

Bofors 40mm L/60 - 40x311mmR
A Bofors in-game.
Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.
The Bofors as a score streak.
Bofors 40mm L/60 quad mounting - 40x311mmR
The Bofors quad mounting on board of the USS Texas.

5 cm PaK 38

Various 5 cm Pak 38 Anti Tank guns can be seen in the single-player campaign and on multiplayer maps.

Panzerabwehrkanone (PaK) 38 - 50x419mmR
CoDWWII pak38.jpg
A "PaK 38" during the "Operation Cobra" mission in-game.
A view of the breech.

8 cm Granatwerfer 34

Granatwerfer 34 Mortars can be seen in the campaign.

Granatwerfer (GrW) 34 - 81.4 mm (3.20 in)
The Granatwerfer 34 in-game.
Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.

8 cm kurzer Granatwerfer 42

Kurzer 8 cm Granatwerfer 42 mortars can also be seen in the single-player campaign.

Kurzer Granatwerfer 42 - 81.4mm
CoDww2 gr42.jpg
The kurzer Granatwerfer in the "Operation Cobra" mission. The Germans clearly fed it health packs until it stopped being the model from Call of Duty 2.
Two views of another Granatwerfer in the "Hill 493" level alongside with Wurfgranate 39 shells.

8.8 cm FlaK 18

88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the single-player and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original Call of Duty, where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly zero people.

Flugabwehrkanone (FlaK) 18 - 88x571mmR
The FlaKs are distracted by a passing bird.
Another view shows the rear parts of the guns.
A spent 8.8 cm shell is seen coming out of the breech.

12.8 cm Flak Zwilling 40

Flak-Zwillingskanonen can be seen on the "Flaktower" map that represents the Flaktowers of Berlin in 1945. Some of them can be seen firing into the sky at regular intervals.

Flak-Zwilling 40 - 128x958mmR
A Zwillingskanonen in-game. Note the Berlin Victory Column at the left.
Two closer views of the same anti-aircraft gun.
A view of the rear side.

15 cm Nebelwerfer 41

Several Nebelwerfer 41 multiple rocket launches can be seen on the maps "Aachen" and "Carentan".

Nebelwerfer 41 - 158 mm (6.22 inch)
The Nebelwerfer in Aachen.
Three Nebelwerfers on the map "Carentan Winter".

15 cm sIG 33

German Panzerkampfwagen I Ausf B "Bison" self-propelled guns on the multiplayer map "Dunkirk" have mounted 15 cm sIG 33 guns.

15-cm-schweres Infanteriegeschütz (sIG) 33 - 149.1mm

15 cm sFH 18

Various 15 cm schwere Feldhaubitze 18 can be seen and destroyed by Daniels in the Hürtgenwald missions. Various other howitzers are also present on multiplayer maps.

Schwere Feldhaubitze 18 - 150mm
Daniels encounters the first Feldhaubitze.
Taking a look at the third one.
The disabled breech of one sFH 18.

15 cm TbtsK C/36 naval gun

German 15 cm TbtsK C/36 can be seen on multiplayer maps.

15 cm TbtsK C/36 naval gun in a Regelbau M272 casemate at the Longues-sur-Mer battery, France.
The Naval Gun in the HQ mounted in a Regelbau M272 casemate.
One of the naval guns in the "Operation Neptune" war mission.
The other one offers two views of the rear side.

155mm Gun M1917 / M1918

An American M12 Gun Motor Carriage is seen on the map "Aachen". These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1, or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 "Long Tom," a major redesign of the GPF with only the barrel design common between the two.

This particular appearance may be a reference to the fifteenth mission of Call of Duty: Finest Hour, "Surrender at Aachen", where a later M40 GMC is seen forcing the Germans to surrender.

The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.

80 cm Kanone (E) Schwerer Gustav

The Schwerer Gustav railway gun is the centerpiece of the map "Gustav Cannon", set on the outskirts of Sevastopol.

80 cm Kanone (E) - 800mm
The Gustav in-game.


The Besa machine gun is mounted on a British Light Tank Mk. VI on the "Gibraltar" map and Crusader Mk. II tanks on the maps "Egypt" and "Excavation".

Besa Mark 2 - 7.92x57mm Mauser
The Besa mounted on a Light Tank Mk. VI.

BL 4.5-inch medium field gun

British BL 4.5-inch medium field guns are seen on the map "Egypt".

Browning .303 Mk II*

The Avro Lancaster bomber called in for the firebombing score streak is armed with Browning .303 Mk II* machine guns.

Browning .303 Mk II* - .303 British
The Avro Lancaster with its .303 Brownings in three power turrets.
The Avro Lancaster with its .303 Brownings in three power turrets.

Browning M2 Aircraft

During the campaign mission Battle of the Bulge, the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the Browning M2 Aircraft. In reality, the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war, the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty.

The Allies "fighter pilot" scorestreak in multiplayer uses the P-47 model, while the "ball turret gunner" uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.

Browning M2 Aircraft, Fixed - .50 BMG
P-47 Thunderbolts with eight M2 machine guns in the wings.
P-47s going in for a strafing run.
The ball turret gunner with his twin fifties.
A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.
A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.
The muzzles of a shot down Thunderbolt on the map "Pointe du Hoc".

Browning M2HB

Browning M2HB heavy machine guns can be seen in the singleplayer.

Browning M2HB .50 BMG in-vehicle mounting
An American soldier carries a Browning HB during the cutscene of "Operation Cobra".

Canon de 155mm GPF

In the single-player mission D-Day, Daniels' squad is tasked with destroying a French Canon de 155 Grande Puissance Filloux (GPF) used by the Germans. 1st Lieutenant Turner calls it a "GPF" gun. These guns are also present in Call of Duty 2's seventeenth level "The Battle of Pointe du Hoc".

It is the symbol for the "Artillery Strike" in the multiplayer mode.

Canon de 155 Grande Puissance Filloux (GPF) - 155mm
CoDww2 gpf 1.jpg
The "GPF Cannon" in-game.

Degtyaryov DT

Soviet T-34/85 tanks on the "Valkyrie" map have hull-mounted Degtyaryov DT machine guns.

Degtyaryov DT - 7.62x54mmR
A mounted DT in-game.

Hispano-Suiza HS.404

The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four Hispano-Suiza HS.404 cannons as well as four M2 machine guns.

Hispano-Suiza HS.404 with ammo drum - 20x110mm
A Northrop P-61 Black Widow is armed with four Hispano-Suiza HS.404 cannons in the belly.
A Northrop P-61 Black Widow is armed with four Hispano-Suiza HS.404 cannons in the belly.

MG 13

The MG13 machine gun is mounted on the Sd.Kfz. 231 armored cars.

Leichtes Maschinengewehr Modell Dreyse 13 - 7.92x57 Mauser
A mounted MG 13 in-game.

MG 34 Panzerlauf

The MG 34 Panzerlauf is mounted on German tanks.

MG 34 Panzerlauf - 7.92x57mm Mauser
The MG 34 mounted on a Panzer IV Ausf. F medium tank. These tanks have side-mounted Panzerschürzen shields to strengthen the armor against PTRS-41 engagements.

MG 42

The MG 42 also appears as a mounted machine gun in the single-player and multiplayer modes.

In the campaign mission "S.O.E.", an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34. While period appropriate for the single-player campaign and most of the multiplayer maps, its potential use in some early war maps such as Dunkirk (1940), Gustav Cannon (1941), Anthropoid, and Egypt set in 1942 would be anachronistic. The use of the post-1943 vertical charging handle MG42 on the map Stalingrad would also be anachronistic since the early pre-1943 slab-sided horizontal charging handle version was used in limited numbers at Stalingrad.

MG 42 with drum magazine - 7.92x57mm Mauser
A German soldier firing an MG 42 mounted on an Sd.Kfz. 251 half-track in a trailer.
After getting in an Sd.Kfz. 25, Daniels is about to man the MG 42.
CoDWWII-MG42 0.jpg
A mounted MG 42 on the map "Pointe du Hoc".
Using the mounted MG 42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.
Looking down the sights.
An unprepared MG 42 in the war mission mode.

Ordnance QF 6-pounder

The Ordnance QF 6-pounder Anti-tank gun is the main armament of British Crusader Mk. III tanks which are seen on the multiplayer maps "Egypt" and "Excavation".

Ordnance QF 6-pounder

QF 5.25-inch Mark I

Several QF 5.25-inch Mark I naval guns are stationed on the map "Gibraltar".


RML 64-pounder 58 cwt

The British RML 64-pounder 58 cwt cannons are seen on the map "Gibraltar".

The British cannon in-game.

V2 Rocket

V2 Rockets can be seen during the last mission "S.O.E.", transported by the armored train. It is also seen on the multiplayer map of the same name added with the "The War Machine" DLC pack and is a hidden killstreak.

Aggregat-4 (A4) aka Vergeltungswaffe 2 (V2) ballistic missile replica at Peenemünde Museum.

Vickers .50

The Vickers .50 machine gun is mounted on British Light Tank Mk VI.

Vickers .50 machine gun - 12.7x81mm
The turret-mounted Vickers on the right.



A 19th to early 20th-century Swiss-style crossbow with a Schuetzen-style stock is available in multiplayer, weirdly classed as a launcher, which it most certainly is not (though it is technically correct since it launches arrows). The crossbow can be customized to fire explosive bolts or "fast bolts", the latter improving the velocity of the fired bolt, and to top it all off, it can be customized to fire three bolts at once.

The crossbow in the selection menu.

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