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Call of Duty: Modern Warfare III (2023)

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Call of Duty: Modern Warfare III (2023) for current discussions. Content is subject to change.



Call of Duty: Modern Warfare III
MwIII-2023.jpg
Official Box Art
Release Date: November 10, 2023
Developer: Sledgehammer Games
Publisher: Activision
Series: Call of Duty
Platforms: PlayStation 4
PlayStation 5
Xbox One
Xbox Series X/S
PC
Genre: First-Person Shooter


Call of Duty: Modern Warfare III is the twentieth main installment of the Call of Duty first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the Modern Warfare reboot subseries started in 2019 and a back-to-back sequel of 2022's Modern Warfare II. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.

Replacing the Special Ops (and by extension, DMZ) mode from its prequel, Modern Warfare III is the first Modern Warfare series game to feature Zombies as one of its playable modes developed by Treyarch.

All the firearms from Modern Warfare II are included in the game across multiplayer, as well as many of them being available in other game modes, so only the new weapons will be covered on this page.


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


Overview

Modern Warfare III continues using the Gunsmith system as a way to customize weapons in multiplayer modes, and follow the same weapon categories as its predecessor. New weapons are unlocked by leveling up, though the "Weapon Platform" system introduced in MWII cannot unlock variants of other weapons of the same family available in the game (only a limited selection of platform-specific attachments). The "Weapon Tuning" feature, where attachments could have their characteristics modified once a weapon had reached max level, from MWII was not retained.

Reaching level 25 unlocks various Armory Challenges (also known as the Armory Unlock system) which allows the player to choose a weapon they want to unlock and complete a specific amount of daily challenges (from 2 to 8 challenges) in order to unlock the weapon in question, winning matches also counts towards daily challenge progression. Reaching level 55 allows the player to unlock most weapons from MWII by completing those challenges. As with DMZ, the Zombies mode allows the player to extract weapons and unlock them if they haven't owned it for free.

The game introduces "Aftermarket Parts" (AMP), a special kind of modification to the weapon which can range from a simple gameplay tweak to an absurd and drastic change to the weapon's behavior through a conversion kit, in a similar vein to some weapon variants in Infinite Warfare or the "Operator Mod" system used in Black Ops 4. Some aftermarket parts block one or a few attachment slots, while others can enable locked attachment slots. A thing of note is that a majority of aftermarket parts were manufactured by JAK, using 3D-printed plastic/mold/carbon fiber-like components for nearly every part of the weapon's modification. Needless to say, some parts would not withstand the pressure or heat of a weapon firing (especially when a weapon is chambered in higher calibers) and can even pose a significant risk to the operator, leading to disastrous results without proper reinforcement. This is a moot point in some conversions, as some of them completely do not make sense at all to function as they would in-game. Starting from Season 3, MWII weapons can accept aftermarket parts.

Most weapons available in MWIII kept the detail of weapon inspect animations, with the operator brass checking the weapon. However, the majority do not have a unique inspect animation when the weapon is empty. Save for a few exceptions, pressing the inspect keybind either plays the default inspect animation (with the only changes showing that the gun's chamber and magazine are empty) or it simply does nothing.

In addition to aiming down sights, the player character can perform a Tactical Stance on most weapons, which tilts the weapon diagonally akin to aiming down sights with certain laser modules of previous games. Not all weapon categories can use the Tactical Stance ability, but some aftermarket parts for certain weapons can enable this.

Handguns

Beretta 92FS

A Beretta 92FS with a fictional MIL-STD 1913 rail similar to the one found on recent Taurus PT92 variants appears as the "Renetti". Unlike Modern Warfare’s Renetti, the safety is now correctly on the slide. It's not a Beretta M9A1 or Beretta 92A1 as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a Beretta 93R, especially given that it was originally referred to as the "Raffica" in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.

The "JAK Intimidator Kit", added with Season 4, converts the weapon to semi-auto, giving a significant boost to damage (despite the weapon's caliber remaining unchanged); this apparently necessitates replacing the entire frame, rather than just a few trigger components (though this was presumably done to make it more visually distinct at a glance); regardless, a 3D-printable Beretta 92-series frame does exist, in the form of Gerald Katz's Sphynx design.

Beretta 92FS - 9x19mm Parabellum
Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resembles the PT92's, although the Renetti has more rail slots.
The "Renetti" in an official render. As seen with previous games after Modern Warfare, the game continues to use fictional markings, designations, and manufacturers along with some of the fictionalizations of the weapon's model in the game's universe. Case in point, "SILVERFIELD ORDINANCE - 288294" can be seen on the left side on the gun, with a caution to read the user's manual before use and a chamber marking of "9mmx19" on the other side of the gun. Note the strange Glock-style double trigger.
The "JAK Intimidator". Note that the only physical difference is the frame being 3D printed with the JAK logo.
Performing a dramatic "Condition 3 Draw" when equipping the pistol.
Hutch pretends to be in Tropa de Elite while holding the 92FS.
Aiming down the non-tritium painted sights.
Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated (while seemingly avoiding hitting the hammer).
Swapping the M9A3 inspired magazines, with an extra notch (and "9x15mm" written on them). Despite the previous bump on the back of the slide, the gun still appears to be out of battery.
Inserting a new magazine after dumping the spent one...
...and power stroking the slide. Note that the barrel has not reciprocated rearward at all on the model, nor is it simply modeled with a barrel that would extend rearward to its proper place on a real Beretta 92, instead appearing stuck in the forward position when the slide is retracted.
Thumbing the slide release for the "fast hands" reload.
A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum
A "Renetti" mocked up to resemble the 93R.

CAA RONI

Using the "JAK Ferocity Carbine Kit" places the Beretta into a CAA RONI carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight, and stock modification.

Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum
The "JAK Ferocity Carbine" conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.
A Carbine modified to look like the above example.
The equip animation reveals a bullet already in the chamber, an oversight carried over from Call of Duty: Vanguard.
Makarov with the RONI on "Terminal".
Aiming down the partially 3D-printed sights.
Performing a tactical reload.
Loading a new magazine on empty...
...and tugging the charging handle.
Performing a "Fast Hands" tactical reload (the perk now being integrated with the "Gunner Vest" or the "Mag Holster" gear). As such it may be referred to by one of these three names throughout the article.
About to release the slide on empty for the "Fast Hands" reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.

Glock 21C

The Glock 21 appears under the name "COR-45". This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted Modern Warfare trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).

During the beta, the model lacked a slide stop lever, but this was fixed in the final release.

The "XRK Pyre-9 Heavy Long Barrel" gives the gun a long slide, with a length between the Glock 40 and Glock 41 (closer to the former), depicted with front serrations.

Glock 21C (3rd Generation) - .45 ACP
Glock 21 MOS FS (5th Generation) - .45 ACP
The "COR-45", aka the "Cor blimey, that's a terrible Glock".
König holds his fellow Austrian pistol.
Who would have guessed? The animations are ripped straight from the previous game.
Checking the tritium sights.
Doing a tactical reload.
Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the MWII Glocks this animation was actually meant for.
Glock 40, for comparison - 10mm Auto
Operator Izzy with the Glock. The sights are incorrectly in the spot they were on the standard slide, instead of moved to the front of the slide. Note the threaded barrel.
After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.

Glock 21C (in carbine conversion kit)

Using the "XRK IP-V2 Conversion Barrel" places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in MWII, but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the "XTEN TX-12 Handstop", the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.

Glock 17 mounted in a CAA RONI-G1 - 9x19mm Parabellum
The "XRK IP-V2" conversion of the "COR-45".
Chambering the carbine when first equipping it.
Idle with the RONI-G1 on "Estate".
Peering down the flip sights.
The inspect animation appears to be bugged and depicts the weapon with the slide locked back.
Loading from empty.
Tugging the charging handle.
The operator using her thumb to release the slide during the "Fast Hands" reload.

Kel-Tec P50

A stylized Kel-Tec P50 was added in Season 5, under the name "Static-HV". It is classified as a submachine gun and depicted as fully-automatic (full-auto only, in fact), in contrast to the real P50, which is semi-automatic only. It is also depicted without the real pistol's pivoting upper receiver, with magazines instead pivoting out to the left in a similar manner to Black Ops II’s "PDW-57".

Kel-Tec P50 - 5.7x28mm
Kel-Tec P50 FDE - 5.7x28mm
The P50 in the Season 5 preview.
The "Static-HV" with tan paint.
First time equipping the P50. Variations of this animation are used for both empty reloads.
Gundam Ariel (yes, really) holds the P50 in Florida.
Inspecting the ejection port. Note the palm clipping into the well.
Pressing the ambidextrous magazine release.
About to insert a new magazine front first.
The "Fast Hands" reload has the operator use their shooting hand to stylishly flick out the magazine while holding the magazine release.
Inspecting the (mostly) empty magazine.

Kel-Tec R50

The P50 can be modified to resemble a Kel-Tec R50 with the "Auger 840 Light Barrel" and "SPRY 34 Light Stock" (though the default stock also somewhat resembles the R50's). It can alternatively be fitted with a muzzle device to resemble the R50 Defender.

Kel-Tec R50 - 5.7x28mm
Kel-Tec R50 Defender - 5.7x28mm

RSh-12

A stylized RSh-12, mostly based on the 2014 model, appears as the "TYR", the name referencing the god of war in Norse mythology; this is presumably meant to connect it to MW19’s ASh-12.7, known as the "Oden" (an alternate spelling of "Wōden", the Old English spelling of the name "Odin"). Several of its attachments make reference to various Nordic gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2018 model, alongside numerous smaller changes. The cartridges all have their primers struck, regardless of if the bullets have actually been fired. The cylinder is also closed with a hard flick instead of closed with the other hand. Like its analogues in the previous two MW games, it can use snakeshot ammo, though the presence of such an ammo type for an ostensibly military-oriented cartridge is questionable, to say the least.

RSh-12, 2014 model - 12.7x55mm
RSh-12, 2018 model (OTs-135) with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.
The "TYR" in an official render. Note the significant differences between this weapon and the real one.
Idle with the RSh-12. The revolver is only depicted in double-action.
Aiming down the enlarged sights.
Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).
Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&W Model 500 from the previous game, however instead of closing the cylinder normally, a wince-inducing flick is used.
Dumping three spent casings while retaining two unfired bullets.
Smacking out all five spent rounds...
...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.

MTs-569

Using the "ZIU-16 Heavy Long Barrel" and the "ZLR Strelk Stock" converts the weapon into an approximation of the MTs-569 revolver carbine. The "JAK Beholder Rifle Kit" is a less-exact approximation, with a much longer barrel in a 3D-printed shroud and a more solid-looking 3D-printed stock; this kit may have been inspired by the Booligan Shooting Sports Space Carbine kit for the Heritage Arms Rough Rider, though this is a .22 LR Colt SAA clone rather than a massive handcannon chambered for a full-powered rifle cartridge, and would thus require a bit more caution in its design (and a source for a non-standard carbine barrel). Gameplay-wise, it acts roughly as one would expect, boosting muzzle velocity and effective range (with a particularly noticeable increase to the range at which the weapon can kill enemies with a single hit to the upper torso) and reducing recoil, at the cost of various handling penalties. It notably also allows for the use of the game's canted "Tactical Stance", and somehow doesn't prevent it from being holstered as a secondary weapon (though neither stocked setup allows for dual-wielding, since "Akimbo" is now classified as a "rear grip" attachment).

MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm
The "TYR" with said modifications, plus a couple more to match the reference image.
Holding the revolver carbine. Notably, the weapon is only held like this if a foregrip is equipped; otherwise, it is held with both hands on the pistol grip.
Pushing out the cylinder at the start of the "Fast Hands" reload.
The operator using his index finger to dump the rounds instead of the palm of his hand.
Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.
Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.

Submachine Guns

Beretta PMX

The Beretta PMX was added in Mid-Season 1 as the "HRM-9". The magazine doesn't appear to be transparent as with its real counterpart, along with a slew of fictionalizations such as the fire selector, magazine release, sights and more.

Beretta PMX - 9x19mm Parabellum
The PMX in the Gunsmith menu. The label "SILVERFIELD ORDINANCE" can be seen in place of the real deal's "PMX" marking, implying that Silverfield Ordinance is the in-universe version of Beretta (as the "Renetti" has the same manufacturer's markings). "MADE IN USA" can be seen in the magwell; at least the selector markings are similar.
Taking the "HRM-9" out to the game's test range.
Giving it a quick once-over.

Brügger & Thomet MP9-N

A Brügger & Thomet MP9-N with a TP9-style underbarrel rail was added to the submachine gun class in Season 3, under the name "FJX Horus". It is fitted by default with an A3 Tactical modular folding brace. It only fires in fully-automatic mode; the selector functionality is absent. One of the stock options is the "Ripper Light Stock", which appears to be a stylized Gear Head Works Tailhook MOD 1 brace fitted to a B&T telescoping brace adaptor. Without a barrel replacement, the weapon is only capable of mounting a single muzzle attachment (the "ECS Requieter Suppressor") in the form of a combination suppressor and laser.

The "JAK Scimitar Kit" from Season Four effectively replaces the barrel with a longer barrel and forend, improving range and reducing recoil. This also unlocks the ability to modify the weapon to use a drum magazine.

Brügger & Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm Parabellum
Brügger & Thomet TP9-US - 9x19mm Parabellum
The MP9-N in the Season 3 preview. Note that unlike the real deal, the fire selector is not ambidextrous.
Unfolding the brace when first equipping the weapon. When using a fixed stock or no stock, the player character will pull the charging handle instead.
Snoop Dogg holds his MP9-N on the new map set in Dubai, "6 Star".
Chamber checking. The bolt has 9x19mm written on it plus a fictional serial number.
Performing a tactical reload.
Chambering the SMG after an empty reload.
Thumbing the bolt release for the "Mag Pouch/Fast Hands" reload on a modified MP9-N. The ECS Requiter Suppressor laser/suppressor muzzle device is attached in this screenshot.

CMMG MkG Banshee

What appears to be a stylized CMMG MkG Banshee was added in Season 4, under the name "Superi 46". It has a bolt catch and a square protrusion on the upper receiver akin to older models, but lacks a forward assist and has a gap on the upper rail somewhat similarly to the 2022 version. The handguard and receiver have been partly skeletonized, and the magazine has a window cut into it. It is chambered in 4.6x30mm, which is not the case for the real MkG, but is actually available to the CMMG Mk4.

It has an 11.5" barrel by default (which is not offered on the real weapon), but the "Bore 99 Short Barrel" attachment gives it a barrel that appropriately measures around 8". The "Lux 30 Heavy Barrel" consists of a long barrel (slightly longer than the MkG Resolute's 16" one) with a custom handguard, while the "Terminal V Suppressed Barrel" has a handguard reminiscent of older CMMG Banshee models. The "Monolith 4.6 Stock" appears to be based on both the Gen II Hera Arms CQR and the airsoft Lancer Tactical Alpha Stock (it unfortunately isn't usable on any of the other AR-based rifles in the game).

CMMG MkG Banshee 200 (older model) with 8" barrel and stabilizing brace - .45 ACP
CMMG MkG Banshee (2022 model) with 8" barrel and coyote tan finish - .45 ACP
The "Superi 46" in the weapon inspect menu.
The Banshee in the Season 4 preview. Note the mirrored markings and the magazine clipping into the table.
Abe "Jet" Kaede chambering her rifle in someone's apartment in a fictionalized depiction of Tokyo.
Idle.
Chamber checking. The bolt has its caliber engrained on the surface.
Loading a new magazine on empty. The operator gives the bolt release an open palm smack afterwards.
Reloading from empty during a "Fast Hands" reload (the animation is the same as the tactical one). This particular build has the aforementioned "Monolith 4.6 Stock" and a handguard (the "Bruen Heavy Support Grip") which is similar to the Hera Arms CQR, but resembles the airsoft derivatives instead, such as the STU Precision SR-Q Tactical ForeGrip.
Thumbing the bolt release in front of a strange mannequin.

Custom 9mm AR-15

A custom 9mm AR-15 with the same SIG 516/SIG M400-based receiver as Modern Warfare II’s "M4" appears as the "AMR9", which is the same name as the five-round burst AR platform weapon (also classified as an SMG) from Advanced Warfare. By default, it features a dimpled barrel (roughly 10"), a solid M16-style stock, and a handguard with a strange lower extension, housing a pair of tubes; all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent. Interestingly, the "AMRican Gothic" blueprint features the same "7.5" Tempus Firebrand" attachment as the AR-15 platform from the previous game, which gives the AMR9 a more traditional barrel and handguard configuration.

The weapon's file name IDs it as the Model 635 (fixed carry handle, slim handguards, 4-position stock from the Model 653), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the M4A1).

In Season 1, the AMR9 received an "Aftermarket Parts" conversion, the "JAK Ettin" kit; this replaces the odd tube in the lower section of the handguard with, of all things, a second barrel (also fulfilling the misclassified "double barrel" firing mode that the AMR9 supposedly have in AW); it appears that this was the actual reason for the handguard's design, despite the conversion also replacing the handguard with the same combination of white 3D-printed plastic and carbon fiber as the other JAK kits. Despite making no mechanical sense whatsoever (as there is no additional ejection port or firing mechanism for the second barrel), the weapon fires both barrels simultaneously, at the cost of reduced per-shot damage, range, and accuracy. Prior to a patch, the kit performed much differently, instead firing two-round auto bursts akin to the "Echo Fire Mod" for the "Maddox RFB" from Black Ops 4, despite what the description detailed.

Season 3 Reloaded added the "JAK Atlas Kit" aftermarket conversion, which converts the AMR9 to fire in 5.56mm and restricts its firing mode to five-round bursts. This is exactly how the AMR9 functions presently in AW (with the name of the kit itself also serving as a reference to said game), except that the MWIII rendition fires in "auto bursts" without needing to release the trigger, similarly to a few weapons from Black Ops III. This kit replaces the handguard, receiver and iron sights from its incarnation in AW.

It is worth noting that the "JAK Cutthroat" 3D-printed stock, which can be attached to the MCW, MTZ platform, the previous game's M4 platform (barring the SR-25/"Tempus Torrent" for some reason) and this weapon, is directly modeled after the AMR9 stock seen in AW. Adding both the "JAK Atlas Kit" and the "JAK Cutthroat" allows the player to replicate the AMR9's appearance in that game.

Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum
SIG-Sauer SIG516 Carbine with 10" barrel - 5.56x45mm NATO
The "AMR9" in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tubes inside this odd lower extension are always there.
Strangely named operator "Blueprint" holds her 9mm AR on the legendary "Rust".
Checking the Uzi pattern magazine.
Doing a brass check. A similar animation is used when picking up the weapon.
Aiming down the sights.
The reload animations are rather simple compared to the other ones in the game (and MW19's R0991 setup). They simply involve removing the old magazine and putting in a new one.
When empty the ping-pong paddle is slapped with some force.
When using the 100-round magazines the user will opt to use the charging handle instead.
Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.
This time with a more sensible build and the "Mag Holster" equipment, Blueprint reloads her empty AR by thumbing the bolt release.

CZ Scorpion Evo 3 A1

The CZ Scorpion Evo 3 A1 appears, using nearly the same model as the stylized Modern Warfare counterpart. The campaign premiere for "Operation 627" referred to it by its real name, "Scorpion Evo 3", however it has been changed to "Rival-9" which is then retained in the final game.

CZ Scorpion Evo 3 A1 - 9x19mm Parabellum
The "Rival-9" in an official render. The original Scorpion Evo 3 markings have been deleted, and a crown manufacturer's mark appears in the magwell.
Holding the Scorpion on "Favela", now updated with a more realistic amount of buildings in the background.
Using the HK-style diopter drum sights.
Ah, bullets!
Tactically reloading after firing off some rounds into the nearby homes.
Locking the charging handle back when starting the empty reload...
...and violently smacking it back into battery after loading a new magazine.
Thumbing the bolt release on empty during the "Fast Hands" reload.
CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm
Using the "Rival-C Clearshot Barrel" gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.
CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm Parabellum
CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm Parabellum
Changing the barrel to the "Rival IGS-800 Barrel" gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.

CZ Scorpion Evo 3 S1 Carbine

Added in Season 1, the "JAK Headhunter Carbine Kit" gives the weapon a 16" barrel with a large muzzle brake (though the latter can be swapped for other muzzle devices) and a Manticore Arms-esque M-LOK handguard (albeit with a gap under the top rail reminiscent of the Heckler & Koch G36C's carrying handle), along with the same 3D-printed/carbon-fiber appearance as the other JAK conversions. Gameplay-wise, it improves the weapon's range, muzzle velocity, controllability, and damage at the cost of handling, and swaps its full-auto fire mode for 3-round burst (despite the fire selector remaining in the same position) – more specifically "auto burst", i.e. the ability to continuously fire bursts while holding down the trigger.

Interestingly, this particular conversion has more real-world basis than any other in the game: there is an actual 3D-printable Scorpion Evo 3 file package available, the AWCY? Scz0rpion EVO, which can include M-LOK handguards of varying lengths; at least one version was built into a select-fire SMG (legally, by a registered SOT) using a factory S/1/3/A trigger pack, though no known examples are restricted to burst fire exclusively (whatever "known" means in the context of home-manufacturable firearms).

CZ Scorpion Evo 3 S1 Carbine (early model) with Manticore Arms 15" M-LOK handguard - 9x19mm Parabellum

Heckler & Koch UMP45

A stylized Heckler & Koch UMP45 appears as the "Striker". It reuses the model of the "Undertaker" blueprint from MW19 (which visually changed that game's LWRC SMG-45 into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The MW19 version featured a correct-length magazine correctly holding 25 rounds, while the MWIII iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.

Heckler & Koch UMP45 with Picatinny rails - .45 ACP
The "Striker" in an official render.
Idle with the "Striker". Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.
Aiming.
Performing a tactical reload. Note the Lachmann & Meer text on the side, the in-universe analogue to Heckler & Koch.
After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...
...then releases the bolt into battery. This is also the initial equip animation.
The operator reloads a customized "Squad 404" inspired UMP45. When using the "Gunner Vest" or "Mag Holster" gear, the operator simply thumbs the bolt release instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.
Right side with the bolt locked back on empty. Note the mirrored text.
Heckler & Koch USC with Picatinny rails - .45 ACP
A USC-like build in the Gunsmith.

IMI Uzi

The IMI Uzi appears as the "WSP-9". It is depicted with a bent trigger guard from the Micro Uzi/Uzi Pistol.

IMI Uzi with buttstock extended - 9x19mm Parabellum
IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum
The "WSP-9". Note that in contrast to the Uzi from MW19, this incarnation has closer-to-reality iron sights, handguard and grip textures, and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.
About to lock the bolt back when first equipping the Uzi.
The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.
The rear sight is cut in half.
Performing a tactical reload. Note the bent trigger guard, a feature that was added to the Micro Uzi in the early 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue, but the game's depiction has the bent guard as a stylization typical for the rebooted Modern Warfare series.
About to remove the magazine on empty. Note the protruding magazine catch.
Chambering the Uzi.

IMI Uzi (.45 ACP)

Using the "Broodmother .45 Kit" attaches a longer barrel within a barrel shroud, an early model wooden stock, and vertical foregrip (added with the Season 1 Reloaded update), and converts it to fire .45 ACP with the magazine model changed.

IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm
An older picture of the "Broodmother .45" conversion of the "WSP-9". The wood stock is slightly stylized, but unlike in MW19, the stock now uses the correct points of contact with the rear the Uzi as opposed to being simply stuck onto the rear of the gun.
A different Uzi customized to resemble the early model.

IMI Micro Uzi

The IMI Micro Uzi appears in the handgun class as the "WSP Stinger". It is the only gun in the game that cannot mount optics.

IMI Micro Uzi - 9x19mm Parabellum
The "WSP Stinger" in an official image. While modeled closely after its real-life counterpart, details such as the ribbing, markings, grip and more are changed in this version.
IMI Micro Uzi with stock extended - 9x19mm Parabellum
The "WSP Stinger" fitted with the folding "WSP Factory" stock.
Operator "Doc" chambering the Micro Uzi with her left hand when first equipping it. Note the middle finger clipping through the charging handle.
When using the "WSP Factory" stock, the operator instead unfolds the stock with their left hand.
Idle with the Uzi, holding it in a low-centered-tilted position like most of the pistols across the Modern Warfare reboot series.
Aiming.
Performing a tactical reload.
Cocking the bolt on empty. Due to a bug or developer oversight, the barrel has a bullet in the chamber.
The operator flicking the safeties off two Micro Uzis when first equipping them.
Idle with the SMGs. They can be fitted with the folding stock options even in this form.
Stylishly dumping the empty magazines by tossing the Uzis upward and catching them on their magazine releases.
"Doc" with the two SMGs. Note due to a bug her left hand is positioned as if she was holding a long rifle.

IWI Uzi Pro

The IWI Uzi Pro appears as the "WSP Swarm". Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail. The "WSP Venom Grip" gives the weapon an Uzi Pro SMG angled foregrip, and the "WSP Liberator Integrated" gives the weapon an Uzi fixed foregrip.

The "Sweet Siren" blueprint also gives the weapon an angled foregrip, albeit the foregrip and entire body are fictionalized.

IWI Uzi Pro Pistol - 9x19mm Parabellum
The "WSP Swarm" in an official image.
Chambering the SMG when first equipping it.
Holding the Uzi Pro.
The rear sight is quite low while aiming. This somewhat similar to the low rear sight of the Mini Uzi in Call of Duty 4: Modern Warfare.
Changing the magazine. Unlike the other two Uzi variants, the operator uses a conventional reload technique for the tactical reload.
Cocking the side mounted charging handle on empty.
IWI Uzi Pro Pistol with stabilizing brace - 9x19mm
Pretending to flick the safeties off when first equipping the dual Uzi Pros. Unlike the Micro Uzi, the selectors are not animated so the player character simply moves their fingers over selectors already set to fire.
Amusingly, optics can still be mounted on the weapons despite there being no way in-game to use them. Note the barrels have been customized to be shorter; the default barrel length and the shorter barrel options are somewhere in-between the real Uzi Pro barrel length.
Dropping the magazines during an empty reload. Unfortunately there appears to only be a loaded magazine model. Note the "Hardened 9mm" rounds in the magazine.
IWI Uzi Pro - 9x19mm Parabellum

IWI Tavor CTAR-21 (9mm conversion)

A 9x19mm conversion of the IWI Tavor CTAR-21 was added to the submachine gun class in Season 2, under the name "RAM-9". It has an M-LOK handguard inspired by the Manticore Arms X95 SBR Cantilever Forend.

As a bit of trivia, a 9mm conversion (using a drum magazine) was stated to be added along with the CTAR-21/"RAM-7" in Season 1 of MW2019. While the attachment remains unimplemented when the rifle was released (outside of Gunfight, where it can be received there), the magazine itself did get reused in the form of the ".30 Russian Short 60 Round Drums" (7.62x39mm) attachment and the "JAK Revenger Kit" aftermarket conversion for the F2000 in both Vanguard and this game respectively.

IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO
IWI Tavor SAR - 9x19mm Parabellum, for comparison
The CTAR-21 in the Season 2 preview.
Operator Jet holds her CTAR near JR Exit 8.
Aiming.
Jet performing a tactical reload after dispatching all the anomalies. As with its rifle counterpart, there are markings to read the owner's manual before use, an indicative of a civilian gun.
Tugging the charging handle while going deaf from the pachinko machines.
Thumbing the bolt release for the "Fast Hands" reload on a build of the SMG with a more appropriate handguard.

IWI Tavor TAR-21 (9mm conversion)

The "Speedway V5 Short Barrel" (which is ironically longer than the base barrel) turns the weapon into a 9mm-converted TAR-21, with the depiction of an IWI X95-style handguard.

IWI Tavor TAR-21 with flat top - 5.56x45mm NATO
IWI Tavor SAR - 9x19mm Parabellum, for comparison

LWRC SMG-45 (9mm conversion)

A 9x19mm conversion of the LWRC SMG-45 appears as the "Striker 9". Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann & Meer, the in-universe analogue to Heckler & Koch. Perhaps the weapon was originally intended to be a Heckler & Koch UMP9 but was changed during production.

LWRC SMG-45 with stabilizing brace - .45 ACP
The "Striker 9" in an official image.
HK slapping the SMG when first equipping it.
Idle. Visually, most of the gun remains the same as its SMG-45 incarnation in Modern Warfare 2019, albeit with changes in the markings...
...including the Magpul MBUS Pro sights.
Reloading.
Locking the charging handle back on empty...
...and gently releasing it into battery after changing the magazine.
About to thumb the bolt release for the "Fast Hands" reload.
LWRC SMG-45 - .45 ACP
Fitting the "Lachmann MK2 Light Stock" gives the SMG its proper stock, albeit slightly altered. This particular build is based on this image.

Shotguns

Fostech Origin-12

The Fostech Origin-12 appears as the "Haymaker" (which is coincidentally named similarly to a shotgun in BO3). Unlike the weapon that was featured in Modern Warfare (2019), it lacks the side-mounted grip. It uses the design of some blueprints from MW2019, such as the "Bloodlines" and "Stealth Action", which have cosmetically different parts.

A customized version of the Origin-12 appears as the "Recon Haymaker", used by the Support Juggernaut. An otherwise-standard version with a drum magazine is also used in Swagger's "Mag Out" execution (as opposed to most of the game's gun-based executions, which follow MWII’s pattern of using any applicable weapon the player character is carrying), wherein he either shoots the target three times, or shoots them three times and then pelts them in the face with said drum magazine.

Season 2 brought along an Aftermarket Part for the Origin-12, the "JAK Maglift Kit"; this gives the weapon a new receiver cover and receiver (the latter of which purportedly includes a reinforced magazine well, despite said well being exactly the same size and shape as the original, with the 3D-printed look being merely a new texture), a slightly thinner barrel (though it can still take all the standard weapon's alternate barrels), a new bolt carrier (bearing the JAK logo), and a largely-printed drum magazine containing 60 rounds of .410 bore shotshells (the stated reason why the weapon needs a "reinforced" magazine well, though in practical terms it is neither much larger nor likely much heavier than the 20-round drum of 12-gauge the regular weapon can take). Gameplay-wise, this kit gives the weapon a binary trigger (similarly to the above Glock 21's carbine kit), boosts its maximum fire rate, reduces its damage significantly (to the point that even a point-blank headshot won't kill an uninjured enemy), and considerably tightens its shot pattern (to the point that, with certain attachment combinations, the weapon effectively fires slugs when aiming down sights, as the stacking of stat modifiers gives it zero degrees of spread - as is CoD tradition, hipfiring the weapon somehow physically widens the choke, though even then it still patterns noticeably better than even the base version when aiming). As with the "Riveter" below, the weapon still visibly ejects 12 gauge shells, despite its new chambering.

Fostech Origin-12 with 9.75" barrel - 12 gauge
The "Haymaker" in an official render.
When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.
Holding the shotgun on "Estate".
Aiming down the ridiculous flip-up sights.
Inspecting the chamber.
Sandwiching the massive magazines during the tactical reload.
Pulling the charging handle after swapping the magazines on empty. For the "Fast Hands" empty reload, the operator uses their right index finger to release the bolt.
Fostech Origin-12 with 18.5" barrel - 12 gauge

Fostech Origin-12 SBV

Equipping the "Ironhide Brace Stock" turns the weapon into an Origin-12 SBV.

Fostech Origin-12 SBV - 12 gauge

Franchi SPAS-12

A stylized Franchi SPAS-12 was added in Season 4 Reloaded as the "Reclaimer 18". The manufacturer etched onto the receiver reads "Expedite Firearms" (with "Made in Italy" next to it), the same in-universe manufacturer as the SIG-Sauer MG 338 ("RAAL") and (presumably) the Benelli M4 Super 90 ("Expedite 12") from Modern Warfare II. In a rare sight in most video games, the select fire function is present and lets the operator toggle between pump and semi-automatic fire modes (marking the first time the feature has been represented in a Call of Duty game, with the in-game description claiming that semi-auto sacrifices range for fire rate). Unfortunately as with previous semi-automatic shotguns in the game, incendiary shells have no effect in the weapon's performance regardless if it is in semi-automatic mode or in pump-action mode (less power in the shells would cause cycling issues). However, equipping shotgun slugs does limit the weapon to pump-action fire mode (which also doesn't make sense as slugs generally have more than enough power to cycle a semi-automatic shotgun action).

The depicted reloading process is inconsistent as during a tactical reload the weapon is topped up like most other shotguns and shells simply fed through the loading gate with the shotgun held normally but on empty the gun is flipped over and reloaded while inverted with two shells at a time, which is more in line with how the real weapon functions (where the loading gate must be unlocked by holding the bolt release button on the side – that said the operator does not appear to actually hold the button while reloading). Said bolt release is based on the spas12project's Combat Bolt Release, which is noticeably larger than the standard bolt release button to facilitate easier access while reloading. When firing the shotgun in semi-auto, the operator incorrectly still pumps the shotgun instead of using the charging handle after loading from empty.

Choosing the "No Stock" option allows the weapon to be used with the stock folded over, as is the "classic" look that is so beloved by portrayals in fiction. If it was modeled after the real SPAS-12, it would be incorrect for its sights to be usable, however the stock is modeled after the Remington 870 Police Magnum with folding stock, which has usable sights even when the stock is folded. When reloading from empty with the stock folded, the operator's hand clips into the stock. By default the weapon has the shorter barrel of the SPAS-12 and holds eight shells, but all other barrel options increase the number of shells to 10. All barrels are fitted with fictional muzzle devices by default. An option exists for a fixed stock, but it appears to only replace the stock, while the folding stock pistol grip section remains a separate unit.

Season 5 adds a dual wield option via the "JAK Devestators" Aftermarket Kit (if you can call doubling your shotguns a "kit").

Franchi SPAS-12 with standard barrel - 12 gauge
Franchi SPAS-12 with fixed stock - 12 gauge
Italian operator "Stiletto" chamber checking her Italian shotgun during the inspect animation, which is somewhat similar to the first time equip animation (when inspecting the weapon in semi-auto mode, the operator correctly doesn't actuate the forearm to check the chamber). Note the Benelli-style charging handle.
Holding the SPAS-12 on the Season 4 Reloaded map, "Incline".
Aiming.
Topping up. This would not work on the real weapon as the carrier would be locked, denying access to the loading gate.
Hawking out a shell on empty. Note there appears to still be a shell in the tube here.
The process for releasing the bolt and then pushing the forearm forward.
The tube before and after loading new shells while using a competition-style reload. While closer to reality than the tactical reload, the latch is very clearly not being depressed, with the operator's thumb being next to it and thus still inaccurate.
Pumping the shotgun after finishing the reload.
Unlocking and pushing the forearm forward to semi-auto mode (the operator doesn't appear to actually push the button on the forearm, though). As stated before, the forearm is incorrectly used instead of the charging handle when chambering the shotgun from empty. In the reload, the operator appears to push the forearm back to pump-action (without unlocking the forearm), then pumps out a shell (which would have already been cycled out due to the shotgun firing semi-auto). They then use the same loading procedure as before, including pumping the forearm at the end (the operator appears to push the forearm all the way forward to the semi-auto setting without unlocking the forarm), which ends on the shotgun being semi-auto again.
Franchi SPAS-12 with short barrel - 12 gauge
Remington Model 870 Police Magnum with folding stock - 12 gauge
A customized SPAS-12 with folded stock and longer barrel (which seems the closest to the real shotgun's standard barrel length, though the tube is much longer). Also as stated before, the folding stock is also based on the 870 Police Magnum's and as such has a useable rear sight.
"Stiletto" holds the SPAS-12 with its stock folded.
Flipping it over to reload. Note the clipping issues.
Reloading with her hand fully clipping into the stock.

Remington 870

The "Lockwood 680" is a stylized tactical Remington 870 pump-action shotgun, similar to the "Model 680" from MW19. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the "FTAC Goliath XM250 Heavy Stock".

Remington Model 870 MCS Entry - 12 gauge
The "Lockwood 680" in an official render.
Idle with the 870 on "Rundown".
Aiming.
The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.
Pumping out an empty hull during the empty reload...
...and loading a new shell into the chamber.
Topping off the magazine tube.
Loading one of the new BOLO shells in someone's cockroach infested kitchen during the "Fast Hands" animation. Note that the BOLO shells are currently bugged and the spent shells are green slug rounds.

"Riveter"

A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-style shotgun) is available as the "Riveter". It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the "M4 Platform", most of the animations are shared with the "M4" from Modern Warfare II. Much like the RONI-G1 Glock 21, when pairing the "Bruen Heavy Support Grip" with the "Kilo Short Barrel", the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).

ATI Omni - .410 bore
The "Riveter" in an official render.
Mila holds the "Riveter" on a helipad, guarding the UH-60 Blackhawk from any hostile birds.
The flip-sights are identical to the ones on the "AMR9".
Checking the chamber, which is an animation used when first equipping the weapon as well.
Using the "tac-stance" to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12 gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.
Tactically reloading using a method not unlike the SIG556 HOLO's reload in Black Ops II. Note the follower and spring in the partially spent magazine.
About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.
About to smack the bolt release. As with other variants for the "Fast Hands" reload, the operator thumbs the bolt release on empty instead.

Winchester Model 1887

The "JAK Wardens" Aftermarket "Part" released in mid-Season 3 converts the Marlin Model 336 from Modern Warfare II into dual-wielded, sawed-off Winchester Model 1887 shotguns. It is chambered in .410 bore shotshells, although the markings on the gun say that they're chambered for 10 or 12 gauge, something that the real gun is chambered in. Despite the change in name like all other real-world weapons featured in MWIII, the markings still mention it as the "Model 1887".

Its appearance in this game alludes to its infamous incarnation in Modern Warfare 2. Wherein prior to a patch, the 1887s (especially paired the akimbo "attachment" and Stopping Power perk) were devastating even at very long distances, much more so than many of the other typical Call of Duty shotguns. It seems that the Aftermarket Part seeks to emulate that, having the shotguns always dual-wielded (without any way to use a single one), increasing the range of the shotguns to the point where it is fairly realistic (up to about 29m with buckshot or perhaps even more), and greatly limiting the attachments they can use (as the muzzle, ammunition, laser sight, and - bafflingly - optic options are the only available attachment slots). Unlike its earliest incarnation (but much like its singleplayer remaster), it is not modified with an enlarged lever loop; needless to say, this would make chambering these gats one-handed a rather problematic affair.

Airsoft replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard - (fake) 10 gauge
The "Wardens" in the Gunsmith menu; despite the name (and the actual in-game weapon) always being plural, only one gun is shown here.
Taking the synthetic-furnished Winchesters out to the range, wondering who they think they're fooling calling this nonsense a "conversion kit" for the Marlin.
As one would expect, firing the 1887s involves a significant amount of spinning. Not even the rather egregious motion blur can hide the clipping of the wielder's fingers with the lever, though.

Rifles

AN-94/AK-74M hybrid

A hybrid of the AN-94's barrel and forend with an AK-74M/AK-100 series receiver appears as the "SVA 545". The rifle also features an unusual gap between the trigger guard and magazine release, similar to the Type 81. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a conceptual 6x49mm rifle photoshopped by an internet forum user. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. The hyperburst fire mode is incorrectly listed as "semi-auto" mode, and removing the stock still uses the impossible "Iraqi reload" technique ala the previous game's AKS-74UN, instead of using a unique reload animation that was added during Season 2 of MWII. The animations for the rifle are all shared with the AK-105 from MWII.

AN-94 - 5.45x39mm
AK-74M with Zenitco furniture - 5.45x39mm
Type 81 - 7.62x39mm
The "SVA 545" in an official image. Note the seemingly monolithic upper receiver, with what would be the receiver cover on a typical AK-based design melding seamlessly into the upper handguard with a continuous top rail; despite this, it still has a conventional AK-style recoil spring/recevier cover retaining button (with an extra detent on the top, as seen on some AK variants), begging the question of what exactly it permits the user to remove. Or, for that matter, how the rifle is even supposed to be disassembled - about the only logical guess is that the entire monolithic upper assembly lifts off the rifle in the same manner as a normal AK's receiver cover, and the rest proceeds as normal.
Andrei Nolan holds the hybrid rifle in a Konni training facility.
Using the flip-up sights, which are slightly off-center due to the weapon sway.
Using the Iraqi reload technique after emptying the magazine. Notably, a cylindrical component (presumably part of the bolt) visibly clips through the back of the receiver (seen at the very bottom of this image, directly under the receiver cover button); it is unclear why this is even modeled, since the back end of the bolt is never visible in any other animation.
Nolan uses his thumb to flick out the magazine for the "Fast Hands" reload instead. Note the "NT Quietus" integrated suppressor barrel modification, which removes the AN-94 barrel and gas tube entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.
Checking the chamber...
...and again after running dry.

"BAL-27"

The "Bal-27" fictional assault rifle from Advanced Warfare, built from the MSBS Series rifles, FN F2000 Tactical and P90-style box magazine was added in mid-Season Three, with the name now in all caps. It features the same weapon gimmick that appeared from that game, in that the first four rounds fire at a slower rate, while the fifth shot and afterwards would fire more rapidly. It is specified in the weapon's description as a "prototype" model, which is a forerunner of its incarnation in AW. It is specified in-game using 5.7x28mm rounds (which would classify the weapon as a SMG/PDW), however the rounds inside the magazine are modeled after 5.56mm. As with the P90 and the AR-57 from the previous game, the player cannot retain ADS mode/Tactical Stance when reloading.

The "JAK Deathmarch" added in Season 5 turns the BAL-27 from a conventional firearm to an unorthodox energy weapon; swapping the barrel to a modified "photonic scatter barrel" and the magazine to accommodate the use of high-voltage power cells. In gameplay terms, this turns its firing mode from full-auto to five-round bursts with a charge-up delay (similar to the "Storm PSR" and "P-06" rifle from Black Ops II and Black Ops III respectively). This conversion also allows infinite reserve ammo, though the user is stuck with enough energy to fire 30 shots (6 bursts).

MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm
FN P90 TR with optics removed - 5.7x28mm
FN FS2000 CQB - 5.56x45mm NATO
The "BAL-27" in the Gunsmith menu, with the familiar "Atlas" markings on various parts of the weapon. The other side confirms that the rifle ejects out to the right, as seen in AW. With the lack of a visible fire selector, it cannot switch to semi-auto in-game.
Back in the firing range, the operator shows up with a prototype that would be better suited in the future.
Bringing up the rifle in its inspect animation.
In that, it reveals the button that frees up the magazine to be reloaded. Like the P90/AR-57 before it, the top-mounted magazine visibly depletes as more rounds are fired down range.

Beretta ARX-200

The Beretta ARX-200 was released midway into Season 2 and is classified as a battle rifle under the name "SOA Subverter".

Beretta ARX-200 - 7.62x51mm NATO
ARX-200 in Gunsmith.
The ARX-200 idle.

Bushmaster ACR

A Bushmaster ACR with tan furniture appears in-game as the "MCW" (which likely stands for Modular Combat Weapon). The weapon can be converted to fire .300 AAC Blackout ammunition by using the "JAK Raven Kit". The gun is noted in its description to stay remarkably stable while firing and, with the right attachments, can be reduced further to the point of staying perfectly on-target even in full auto- with only the barest amount of (easily controlled) muzzle climb to deal with.

Equipping the "Orchestra-40 Short Heavy Barrel" gives the ACR a short barrel and a handguard very similar to the Remington ACR-E.

Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO
The "MCW".
A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.
'Murican operator BBQ holds his ACR in a Brazilian quarry.
Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.
Brass checking while getting a view of the right side.
Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.
When empty, the operator will flick out the spent P-Mag, John Wick style...
...and then uses the (folding) charging handle to send the bolt home. With the "Mag Holster" or "Gunner Vest" equipment, the bolt release is used instead.
The "JAK Raven" conversion of the "MCW"; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56mm NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.
Remington ACR-E with 10.5" barrel, 5-sided handguard, and adjustable folding stock - 5.56x45mm NATO

Bushmaster ACR (.450 Bushmaster)

The .450 Bushmaster variant of the ACR is available as the "Sidewinder". In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to ".450 Huntsman" in the final release. Similarly to the "FTac Recon" introduced in MWII, it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge. Originally the animations and sound effects for toggling the fire selector were glitched and did not play but this was resolved with the Season 1 Reloaded patch.

The "JAK Thunder LMG Kit" added in Season 1 converts the role of the rifle into the likes of a machine gun; replacing the standard magazine with a drum magazine and adding a very dubious variable fire rate that increases with every shot up to a maximum of nine.

Bushmaster ACR - .450 Bushmaster
An official image of the left side view of the ACR in .450
A "Sidewinder" in-game modified with a classic Bushmaster ACR barrel/handguard and a shorter magazine.
The .450 ACR out on "Rust".
Aiming. The flip sights are identical to the other two models, with the only differences being how close the player's perspective is to the rear sight.
Checking the load in an animation similar to the equip one. The topmost round appears to clip into the barrel.
Changing magazines.
Flicking out the spent magazine on empty...
...and tugging the charging handle after loading a new one.
The operator about to (incorrectly) push the bolt release up. The real ACR bolt release is pushed down when releasing the bolt; moving the bolt release upwards locks the bolt in place. Note that the operators' thumb clips into the button for a very brief moment before the bolt gets pushed (this is more noticeable when using a character with gloves).

Bushmaster ACR DMR

A Bushmaster ACR DMR with black furniture appears as the "MCW 6.8". The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to "6.8 Wrath", which is the in-universe version of the cartridge that the General Dynamics RM277-based rifle fires.

Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR, but somehow also doubles the magazine capacity). In both cases, the fire selector is set to full-auto.

Magpul Masada SPR - 5.56x45mm NATO
The "MCW 6.8". Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as "6.8 Wrath".
Checking the chamber when first equipping/when inspecting the ACR DMR.
Holding the rifle in front of a fazenda.
Using the flip-sights.
Changing the small magazines which somehow contain 10 rounds of 6.8x51mm.
Loading a new magazine from empty (note the dropped bolt release, which unlike the other two ACR iterations isn't used for the "Fast Hands" reload).
Pulling the folding charging handle. When using a scope, the operator's hand will sometimes clip into the side of the scope.

CZ 805 BREN A2

The CZ 805 BREN A2 appears as the "MTZ-556". It has a fictional gas plug by default, but most barrel attachments (notably the "MTZ Natter Barrel" with a similar length to the base weapon) give it a correct CZ 805's gas plug. The "MTZ Skeletal Folding Stock" attachment is reminiscent of the early stock of the 1st gen CZ 805. If the player has a "Mag Holster" equipped in their gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.

CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO
The "MTZ-556" in an official image.
Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the "MTZ" platform.
A U.S. Army Ranger inspects his CZ 805 in the new version of "Afghan". Note that the markings call it a "MTX-556"; this was changed in the Season 1 Reloaded update, with the proper designation.
Brass check, this animation seems to be taken from the SCAR variants.
Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).
Swapping magazines.
Reloading from empty...
...this ends with a quick tug of the charging handle. A round visibly gets chambered here.

CZ 805 BREN A1

The "MTZ Clinch Pro Barrel" turns the weapon into a full-size CZ 805 BREN A1.

CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO
The modification in-game.

CZ BREN 2 BR

The CZ BREN 2 BR in 7.62x51mm NATO appears in the battle rifle class as the "MTZ-762". It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.

CZ BREN 2 BR - 7.62x51mm NATO
The "MTZ-762" in an official image.
Holding the BREN 2 BR in the outskirts of Pripyat.
Checking the chamber.
Swapping magazines (tactically).
Tugging the charging handle on empty.
Dramatically ejecting the magazine...
...then thumbing the bolt after inserting a new one for the "fast hands" reload.

CZ BREN 2

The "JAK Heretic Carbine Kit" converts it into a CZ BREN 2 in 7.62x39mm.

CZ BREN 2 w/ 9" barrel - 7.62x39mm
The "JAK Heretic Carbine" conversion of the "MTZ-762", which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for AR-10- and AR-15-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.
The will of a single jawn, Captain Price.
Checking the chamber.
Changing the magazine while retaining the other.
Pulling the charging handle on empty.
Flicking out the magazine in an even more dramatic animation for the "Fast Hands" empty reload.
Using the bolt release after loading the new one in.
CZ BREN 2 w/ 14" barrel - 7.62x39mm
MWIII Bren2 762x39 14in.jpg

CZ BREN 2 DMR

A CZ BREN 2 in a DMR configuration intended to pass for a BREN 2 PPS appears as the "MTZ Interceptor". By default, it has a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a standard BREN 2 BR/PPS stock and pistol grip. The barrel length is also slightly shorter than that of the real weapon, and can be modified with even shorter options.

CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO
The "MTZ Interceptor" in an official image. Note the barrel length that was standard prior to the Season 2 update.
A customized "Interceptor", built to resemble a stock BREN 2 DMR.
The Bren 2 DMR in-game on "Quarry".
Finding a bullet in the chamber.
Loading a fresh magazine from empty...
...and using the charging handle.
Thumbing the bolt release for the "Fast Hands" reload.

FAMAS F1

The FAMAS F1 appears as the "FR 5.56", returning from Call of Duty: Modern Warfare, this time without its fictional gas block. As with many FAMAS iterations in Call of Duty, it primarily fires in bursts. Unlike in MW2019, the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from MWII. Note the picatinny rail now stops before the front and rear iron sight, unlike in MW2019, where the whole top of the rifle was railed.

FAMAS F1 - 5.56x45mm NATO
Left side view of the FAMAS.
Chamber checking when first equipping the FAMAS. This is identical to the one in MW2019, and this animation is also used when inspecting the rifle.
The FAMAS appropriately in Paris. Note the cut down carry handle, which has removed the protective siding for the iron sights.
The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.
Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.
Changing magazines during a tactical reload.
Chambering the rifle on empty during the "Fast Hands" empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation.
Checking the empty chamber.
Pham Lan Minh with a FAMAS F1 and FAMAS Valorisé.

FN F2000 Tactical

The FN F2000 Tactical was added at the launch of Season 2 as the "BP50". It is a straight port of the F2000 that appeared in Vanguard, recycling its model and most of its animations, along with the errors that were mentioned there (besides the non-relevant anachronism). Like with its previous appearance in the original Modern Warfare 2, the rifle can be incorrectly equipped with the Madbull XM203/ISTEC ISL-200 from previous Modern Warfare reboot titles instead of the correct FN GL-1.

Season 3 adds the "JAK Revenger Kit" that rechambers the F2000 as a submachine gun firing 9mm rounds, on top of using a 60-round drum magazine (which is, mentioned above, reused from the unreleased 9mm conversion for the Tavor CTAR-21 from MW2019) and assorted furniture changes.

FN F2000 Tactical TR with gray finish - 5.56x45mm NATO
The F2000 in Gunsmith. Note the shortened 60 round magazine holding 30 rounds and the skeletonized stock removing space for the operating mechanism, which somehow still works by the game's logic.
The F2000 with the standard M16 magazine, downloaded to 20 rounds...
... and the 60-round casket magazine, that holds 45 rounds instead.
The F2000 in the firing range.
The fictional 9mm "JAK Revenger" conversion shortens the stock even further, making is a mystery how it functions.
The modified F2000 in idle. If the full sized rifle is a yacht, does that make this a speedboat?

FN SCAR-H (modified)

An FN SCAR-H set up to pass for an FN HAMR IAR, probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the "TAQ Eradicator". It was added in an update on 29 November 2023. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its Black Ops II depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first 7 shots in full-auto are fired at 909 RPM, and the rest are fired at a much lower 625 RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate.

Also just like the previous time the HAMR (or an imitation of it) showed up in a major Call of Duty title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the "TAQ-V"). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for 5.56x45mm NATO). Most animations are shared between the different "Tactique Verte" weapon family variants.

FN SCAR-H STD - 7.62x51mm NATO
The "TAQ Eradicator" in an official render.
Operator BBQ holds the SCAR-H on "Favela".
About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).
About to depress the bolt release during the "fast hands" reload.
The SCAR-H with the fictional 7.62x51mm SAW-MAG.
The drummed-up TAQ Eradicator in a favela kitchen.
Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.
The empty drum as seen in the inspection. Note the housing juncture is way too shallow.
The rifle locked open. As in MWII, the rollmarks are mirrored on the right side due to a texture limitation.

Heckler & Koch G36

A Heckler & Koch G36 resembling the stylized MW19 counterpart appears in the assault rifle class as the "Holger 556‎". Like in the original Modern Warfare 3, the assault rifle and machine gun variants of the G36 are available.

Added in Season 1, the "JAK Signal Burst" Aftermarket Part gives the rifle a new forend/upper rail assembly (the latter of which features a stylized version of the actual G36's downward projection into the carrying handle area) seemingly combining features of the Steyr G62 upgrade kit (particularly in the integrated flashlight, which functions instead as a laser in-game) and the Malaysian-issued variant of the Heckler & Koch XM8 Sharpshooter Rifle, alongside a new muzzle device, a unique (though replaceable) optic, and a longer upper receiver; as with the other JAK kits, several parts (everything added, plus the magazine well) are made of 3D-printed plastic and/or carbon fiber (a rather ironic choice, given that one of the G62's main touted advantages is the use of a metal upper receiver, to alleviate the heat-related accuracy issues attributed to the standard G36). Gameplay-wise, the kit converts the weapon to fire in four-round bursts akin to Black Ops II's "M8A1" (despite not visually replacing anything in the fire control group, the selector markings even visibly remaining "0/1/A"), with an increased cyclic rate allowing faster one-burst kills at the cost of a relatively long delay between bursts, with extra muzzle velocity as a bonus (though the damage dropoff ranges rather oddly remain the same).

Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO
The "Holger 556" in an official image.
Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the lizard pattern used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.
Using the iron sights. These sights are shared across the in-game "Holger" weapon family.
About to insert a new magazine while retaining the old one.
Cahmbering the G36 on empty. This is also the equip animation.
Inspecting the rifle with a full magazine and chambered round...
...and inspecting an empty rifle/magazine.
Heckler & Koch G36 with Steyr G62 upgrade kit, holographic sight, and magnifier - 5.56x45mm NATO
Malaysian-issued Heckler & Koch XM8 variants (1: XM8 Compact Spiral 3; 2: XM8 Spiral 3 with Heckler & Koch XM320; 3 & 4: XM8 Sharpshooter with Picatinny-railed handguard) - 5.56x45mm NATO

Heckler & Koch G36C

The "Holger 556" can be converted into a Heckler & Koch G36C by equipping the "Cross-X Short Barrel".

Season 2 added an additional Aftermarket Part for the G36 (making it the first gun in the game to get two), the "JAK Backsaw Kit"; this gives the weapon a roughly G36C-length handguard (with an integrated vertical foregrip) and barrels - yes, barrels, plural. Unlike the "JAK Ettin" kit for the "AMR9" above, some thought appears to have gone into this - the kit gives the weapon a completely new upper receiver (along with a new upper rail and magazine well, the latter of which is only ever used for a 100-round Beta-C-esque dual-drum mag, of the same design as the one available to the "Holger 26" below), widened sufficiently to fit two bolts (presumably using a pair of linked-together firing pins, to allow the single hammer in the original trigger group to fire both barrels), each of which has its own ejection port, sharing a common charging handle and gas system; this layout appears to have been inspired by the military variants of the Gilboa Snake. While more reasonable than the Ettin, this still has some issues- namely, such a rifle could not possibly feed from a typical magazine, as the diagonally-staggered layout of the rounds presented at the top (and the front of the magazine's body) would prevent the second round from being stripped out at the same time as the topmost one, to say nothing of the utterly abominable feed angles that would be necessary to get the rounds into both barrels properly.

Gameplay-wise, the causes the rifle to fire two bullets simultaneously, which can only ever spread from each other horizontally (in "Tac Stance", the spread is rotated accordingly), and can only do so perfectly symmetrically - that is to say, the two rounds will always land at the same height (if fired at a flat surface), and if the left one lands one degree off the intended point of aim, the right one will also land one degree off in the opposite direction (making the artificiality of the weapon's hipfire spread that much more apparent); the barrels are seemingly not regulated for any meaningful range, and the rounds spread apart so rapidly that they can land to either side of a man-sized target at only 50 meters (implying that, for no clear reason, the two barrels are actually pointed away from each other). Seemingly for balance reasons, the damage dealt by each individual bullet is reduced, such that the effective damage increase isn't the flat 100% one might logically expect. The rifle's muzzle velocity and ranged damage drop-off are also adversely impacted by the kit, and the cyclic rate of fire is reduced from the base 588 RPM down to 472 RPM (at least in gameplay terms; due to the twin barrels, it's technically firing 944 rounds per minute, with only 472 "shots"). As a final note, despite making the weapon considerably wider and bulkier, and likely not shaving off much if any weight (especially given the mandatory 100-round magazine), the Backsaw has noticeably better handling stats than the base G36.

Heckler & Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO
A "Holger 556" with the alternate barrel.

Heckler & Koch G36K

A Heckler & Koch G36K with a G36C carry handle appears in the light machine gun class as the "Holger 26", using a 60-round single drum magazine by default. While this is the same name (minus the dash) that was used in the 2019 game for its LMG MG36-analog the shorter barrel marks it out as a G36K. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.

Heckler & Koch G36KV with G36C carry handle - 5.56x45mm NATO
The "Holger 26" in an official image.

Heckler & Koch MG36

Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true MG36 build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.

Heckler & Koch MG36 - 5.56x45mm NATO
The modified "Holger 26" in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.
Johnny MacTavish chambers the rifle during the equip animation.
Holding the German machine gun in the Afghan heat.
Looking through the integrated red dot sight.
Checking the Beta C-Mag...
...and then the right side of the gun.
Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.
Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.

Heckler & Koch G36C

The "JAK Burnout Kit", added in Season 2, gives the weapon a 3D-printed G36C-length handguard (albeit with the standard G36K-length barrel sticking out of it), a printed magazine well, and a printed upper receiver with a two-piece top rail similar to KAC's flip-up sight setup (albeit raised to the same increase height as the game's base version). Gameplay-wise, this apparently adds "an adverse fire functionality" (presumably referencing the KAC LAMG's barrel options in MW19 with the gas system set to "adverse" to raise the fire rate), increasing the weapon's rate of fire to a blistering 1,000 RPM. This comes with several drawbacks, however- its effective range and damage are significantly reduced (barring a miniscule boost at point-blank range), and its headshot multiplier is inexplicably removed (as is the damage penalty for hitting enemies' legs), a fact at odds with the considerable boost the kit gives to its muzzle velocity. More notably, the kit is stated to allow the gun's barrel to overheat, hurting accuracy; what this actually does is significantly increase recoil after the first 20 or so shots (represented by the barrel heating up until it glows cherry-red and has flames emitting from the muzzle; oddly, this red color is also constantly present when the weapon is viewed in the loadout menu). There is no actual heat-up/cooldown mechanic present, however - the heating effect is purely cosmetic, with the recoil returning to normal the instant that the user lets go of the trigger. Needless to say, this is not at all how guns work - it would take easily over a hundred rounds' worth of energy to heat even a rather thin gun barrel (nevermind the weapon's standard one) up enough to glow bright red, and this would both prevent the weapon from functioning properly and not cool off for several minutes (not to mention the likely-devastating effects it'd have on a 3D-printed polymer handguard and upper receiver, or any finishes or camouflage applied to the barrel, or the operator's hands).

Heckler & Koch G36C - 5.56x45mm NATO
Heckler & Koch G36 with KAC railed handguard and flip-up sights - 5.56x45mm NATO. Image provided to show the sights/upper rail.

Heckler & Koch SL8

The Heckler & Koch SL8 is available in the marksman rifle class as the "DM56".

Rather oddly, the same "JAK Signal Burst" kit available to the G36 is also usable on the SL8; it adds the same style of forend, upper rail, upper receiver, magazine well, and optic, and functions similarly, though (unlike the G36's version) it does slightly alter the weapon's damage profile (effectively giving it the same performance as the G36's version).

Heckler & Koch SL8-4 - 5.56x45mm NATO
The "DM56" in an official image.
Equipping the SL8.
Frustrated by one too many workplace pizza parties, "Byline" brings her SL8 to work.
Checking the chamber.
Reloading (tactically).
A similar animation is used for the empty reload, but with the operator flinging the used magazine away.
Tugging the folding charging handle on empty.
Using her thumb to chamber the rifle during the "Fast Hands" empty reload.
Heckler & Koch G36 with Steyr G62 upgrade kit, holographic sight, and magnifier - 5.56x45mm NATO
Malaysian-issued Heckler & Koch XM8 variants (1: XM8 Compact Spiral 3; 2: XM8 Spiral 3 with Heckler & Koch XM320; 3 & 4: XM8 Sharpshooter with Picatinny-railed handguard) - 5.56x45mm NATO

IWI Tavor CTAR-21

The stylized IWI Tavor CTAR-21 from Modern Warfare returns in Season 1 under the same name, "RAM-7".

IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO
An official image of the "RAM-7".
Charging the Tavor upon spawning in.
Idle with the CTAR-21 in Mykonos, Greece, hoping that his wife won't find out.
The iron sights are seemingly the same as its counterpart in Modern Warfare 2019.
Checking the chamber.
Performing a tactical reload.
Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...
...and pulling the charging handle after swapping the magazines.
Using the bolt release for the "Fast Hands" reloads. Note the "MK52" handwritten on the receiver, confirming this is the exact same gun (as in "in-universe your operator took this from wherever it was left in 2019") featured in MW2019, down to its textures.

IWI Tavor TAR-21

The rifle has the same "Speedway V5 Short Barrel" option as its 9mm counterpart, allowing it to be converted into a full-size TAR-21 with an X95-style handguard.

IWI Tavor TAR-21 with flat top - 5.56x45mm NATO

Karabiner 98k

A Karabiner 98k with synthetic furniture was added to the marksman rifle class in Season 4 under its real name, "Kar98k". Prior to the Season 4 Reloaded update, part of the bolt stop opened every time the bolt was interacted with. Similar to Vanguard the game counts the number of rounds fired, so the clip with unused bullets is stored when reloading, playing a distinct animation for every partial reload (though unlike Vanguard, the player does not cover the ejection port on partial reloads, which would eject the chambered round in reality). Reloading while having four rounds or less in the spare will still incorrectly use a five-round clip. Another correct animation is employed when large optics protrude over the bolt assembly, forcing players to reload their bullets individually rather than using a clip (also seen in MW2019).

The inspect animation plays out similarly to its last two appearances but rather than simply pull the bolt back, as in Vanguard, the operator will fully eject and catch the chambered round before reinserting it into the weapon. Possibly alluding to its counterpart in MW2019, it can even perform one-shot kills from the torso upwards despite being an archaic rifle fitted a with synthetic body (something that is not unheard of before). This damage potential can even break and down a player with fully-plated armor with headshots at minimum range in Warzone, without the clunkiness of being an anti-materiel/anti-personnel rifle.

The Kar98K is also the only rifle that comes with a bayonet barrel attachment, similar to the AK-47 in MW2019. It also the only weapon that uses the unique "Slings" attachment category, which is somehow able to contribute to the weapon's handling characteristics. It is the only bolt-action rifle unique to MWIII (as of now) that lacks the "Bolt" attachment category, meaning the cycle time of the weapon cannot be changed (and the only other bolt-action rifle besides the AW50/"Victus XMR" where this is the case).

Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser
Similar to Modern Warfare 2019, the player thumbs the safety when first equipping the rifle.
Rick Grimes holds the rifle.
Aiming.
Removing the extra rounds after topping up.
Opening the bolt on empty. Due to a bug, the last round ejected is depicted as a full round. Note the open bolt stop.
Loading individual rounds on a scoped Kar98K. Note due to another bug, there are bullets depicted inside the rifle despite all five rounds being expended prior to reloading.
Chamber checking.
Karabiner 98k with Zeiss ZF39 scope - 7.92x57mm Mauser
MWIII KAR98K 05.jpg

QBZ-97

A QBZ-97 with a slightly stylized T97.ca LHG and FTU appears as the "DG-56" (originally "DG-58", but renamed following the release of Season 1). Like its counterpart from the original Modern Warfare 3, the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.

Price inexplicably starts with a "DG-56" in the "Countdown" section of the mission "Trojan Horse". Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.

It's seen using 30-round STANAG mags (another recycled model from the previous game). While very visually similar, the Type 97's proprietary magazines are not the same as an AR-15 magazine. The Type 97 can feed from a STANAG mag, but they don't fit properly and have to be jammed in and forcibly yanked out.

Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington
The DG-56 in an official render, known as the "DG-58" back then. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.
Holding the QBZ-97.
Aiming. The sights are nearly identical to the other in-game Type 95 family.
Inspecting the magazine. Note the emblem on the magwell has the text "钢之龙 (Steel Dragon) Defense Groups" written on it. One can assume the "DG" in "DG-56" stands for "Defense Groups". The serial number has "97" in the text, possibly alluding to the real rifle.
Chamber checking.
Tactical reloading.
Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the "Gunner Vest" faster reload, the animations from the QJB-95-1 empty reload are used.

QBZ-97B / QBZ-95B-1 hybrid

Attaching the "DG-58 Micro Barrel" barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the QBZ-95B-1, the muzzle device, caliber and magazine/magazine well of the QBZ-97B, with the top rail carry handle somewhat resembling the carry handle of the QCQ-05. The iron sights even more so resemble the aforementioned ACP PEAK upper.

QBZ-95B-1 - 5.8x42mm
QBZ-97B - 5.56x45mm NATO
Two custom DG-56 rifles with the "DG-58 Micro Barrel" attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.
Idle with the hybrid carbine.
Aiming.
Looking at the left side...
...and checking the chamber looking at the right.
Reloading from empty with the faster reload perk...
...and about to release the bolt.

SIG-Sauer MCX-SPEAR

A stylized SIG-Sauer MCX-SPEAR appears in the battle rifle class as the "BAS-B" (likely being an acronym for Bruen Assault System - Battle, to match with the smaller BAS-P). It is fitted with the same stylized Magpul MBUS used on the RM277 from Modern Warfare II. It was stated in the beta loadout menu to chamber the real life ".277 Fury" instead of the aforementioned "6.8 Wrath"; it has been changed to simply ".277" in the final game. Similar to Battlefield 2042, the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the "Bruen Harmonic Suppressor L".

Added in Season 2 Reloaded, the "JAK Outlaw-277" kit replaces the MCX-SPEAR's lower receiver with a lever action conversion akin to the Fightlite Herring or Bond Arms LRVB. To balance out the slower rate of fire, the conversion increases its damage, making this weapon comparable to the bolt-action "Longbow" in some aspects. Prior to a patch, the Outlaw-277's damage can even one-shot enemies from waist up in short distances.

Despite the very absurd nature of the conversion is handled in-game, it is mechanically plausible to turn the MCX-SPEAR into a lever-action rifle using a custom-made lower receiver, akin to the previously mentioned rifles. Coincidentally, SIG-Sauer has also developed the MCX-Regulator that is a similar sporter-style lower receiver conversion for the MCX, though the Regulator still has the semi-automatic upper receiver.

SIG-Sauer MCX-SPEAR (2022 model) with 13" barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY
The "BAS-B" in an official render.
Holding the MCX-SPEAR in the default C-clamp grip.
Aiming down the MBUS-ish flip-sights.
Checking the chamber after inspecting the magazine...
...then thumbing the forward assist.
About to sandwich the magazines together during a tactical reload.
Quickly checking the chamber for malfunctions during the empty reload...
...then tugging the folding charging handle after swapping the magazines.
The operator about the pound the bolt release like it owes him money during the empty "Fast Hands" reload. Note the SLX suppressor attached, in-game referred to as the "Harmonic" suppressor.
A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in Call of Duty: Vanguard.
SIG-Sauer MCX-SPEAR with 9" barrel - 6.8x51mm FURY
The "BAS-B" modified to resemble it with the 9" "Wyvern" barrel and "HUL-BREACH" muzzle device.
SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20" barrel - 6.5mm Creedmoor
The "BAS-B" modified to resemble it with the "Venom" barrel, "TREAD-40" muzzle device, "Flash 8" stock and "TX4 HAVOC" scope.

Sturmgewehr 44

A modernized polymer Sturmgewehr 44 was added in Season 5 as the "STG44". It is outfitted with a synthetic folding stock but with the profile of the traditional wood stock and rail mounted aftermarket iron sights (although they retain the sight picture of the original sights). The magazine size seems like it would hold 20 rounds not 30. When equipping longer scopes, the Picatinny rail behind the rear sight extends.

Sturmgewehr 44 - 7.92x33mm Kurz
The StG 44 in the Season 5 preview. The stock is mounted via Picatinny instead of being fixed to the gun...
...and removing the stock is still an option if you choose to do so.
Pulling back and releasing the charging handle on the StG when first equipping it. This animation is somewhat similar to the previous Sledgehammer Games StG 44 in Vanguard, though that iteration had a chamber check instead.
Austrian operator König with his modernized Sturmgewehr 44 in (very) old stomping grounds.
Inspecting the stock. Note the safety has been changed to a conventional fire selector and safety. The push-through fire selector is still present but seems to have been merged with the stock pin. The umschalter (which holds part of the trigger group on the real version) appears to have been changed to a button as well but doesn't function in-game.
Inspecting the bolt.
Aiming.
Thumbing the magazine release.
Inserting a fresh mag...
...and pulling the charging handle.

Sniper Rifles

Cadex Defence CDX-50 TREMOR

The Cadex Defence CDX-50 TREMOR was added in Season 1 as the "XRK Stalker". It has a number of unique attachments not typically seen on sniper rifles, such as the ability to remove the stock or use iron sights instead of a scope.

Cadex Defence CDX-50 TREMOR - .50 BMG
An official image of the "XRK Stalker".
Idle at a black site with the CDX-50.
Checking the chamber.
The bolt all the way to the rear while the operator cycles it.
Cycling the bolt with the fast bolt.
About to unlock the bolt during the empty reload. Note the dropped firing pin.
Tossing an "empty" magazine for the "Fast Hands" reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.
Closing the bolt.
Note that empty cases don't have their primers struck.

Chukavin SVCh-8.6

The Chukavin SVCh-8.6 appears in the sniper rifle class as the "KV Inhibitor". It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the "Kas-Dworf Heavy Long Barrel" attachment approximates the real SVCh-8.6's barrel length.

Season 4 added the "JAK Volkh" conversion kit, replacing the lower receiver with a 3D-printed one and converting the weapon to fire in two-round bursts.

Chukavin SVCh-8.6 - .338 Lapua Magnum
The "KV Inhibitor" in an official render.
Staring at a very peculiar font. Oh, also holding the SVCh.
Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.
For the "Fast Hands" reload, the operator uses their middle finger on their right hand to let the magazine drop free.
Kicking the empty magazine free during a standard empty reload...
...and pulling the charging handle. This animation is also used when first equipping the rifle.
The bolt locked back on empty.
Ditto on the other side.

Kalashnikov SVK

The SVK prototype of the Chukavin SVCh appears in the marksman rifle class as the "KVD Enforcer", chambered in 7.62x54mmR. Interestingly, it has access to the same "JAK Volkh" conversion as its bigger .338 Lapua counterpart, making it one of only three conversion kits available on multiple weapons (the others being the JAK Signal Burst for the G36/SL8 and JAK Requiem for the AK103/105).

Kalashnikov SVK prototype - 7.62x51mm NATO
The "KVD Enforcer" in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.
Holding the SVK in the Caucasus.
Aiming with a GG&G MAD inspired sight at some rock textures that didn't properly load in.
The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.
The "Fast Hands" reload is much the same.
Kicking out the "empty" magazine. A strange oversight given the SVCh has an empty magazine model.
An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.
The empty inspect makes the full magazine more obvious. Also note that the blow up doll found in the original version of this map has been changed to something more family friendly.

"Longbow"

A bolt-action AK rifle appears as the "Longbow", fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the "Longbow" functions in-game. The "Pro-99 Long Barrel" gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the "Tac-Brute Suppressed Barrel" gives the rifle an integrated suppressor, similar in idea to the GOPAK.

The "JAK Tyrant 762 Kit" aftermarket conversion swaps the rifle's chambering from 7.62x39mm (referred to as "7.62 Soviet" in-game) to what is stated to be "7.62 BLK" (likely referring to .300 Blackout) and it removes the scope in favor of iron sights, which allows Tactical Stance. Note the word "stated", as checking the rounds in the magazine during the inspect animation reveals to be a seemingly fictional round (with the closest match being .338 Whisper/Spectre). It is unknown if the conversion hides death markers as with weapons that use subsonic chambering (as with most weapons featured in MWII), as while firing the weapon produces visible tracers, there is a gassy trail that is left behind as the bullet travels, which is a characteristic of firing subsonic weapons.

The "Longbow" in an official image. The barrel is relocated to where an AK's gas system would be, which raises the question of how it still manages to feed rounds from regular AK magazines that seat below the new turnbolt chamber.
Chambering the turnbolt AK when first equipping it.
Holding the "Longbow" in a bunker.
Checking the chamber.
Using the very fast straight pull bolt. A customization option exists for an even faster bolt.
Kicking out the empty 30-round magazine with another. Both the standard and empty reloads are similar to the MWII AK-103.
Chambering the rifle.
Pulling the bolt during the "Fast Hands" empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the "Pro 99-Long Barrel".

Steyr HS .50-M1

The Steyr HS .50-M1 appears as the "KATT-AMR". The default scope uses the iconic scope_overlay_m40a3 reticle.

Steyr HS .50-M1 - .50 BMG
The "KATT-AMR" in an official image.
Operator "Alpine" holding the Steyr HS .50 in "Derailed"'s winter wonderland.
Checking the chamber.
Working the bolt.
An alternate animation for working the bolt when using the faster bolt option.
Topping off with a new magazine.
Ripping out the empty magazine during the empty "Fast Hands" reload. Note the "Tempus Aura Heavy Barrel" barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.
Loading in a new one...
...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.

Machine Guns

FN EVOLYS

A stylized FN EVOLYS was added in Mid-Season 1 as the "TAQ Evolvere". By default, the weapon is chambered in 7.62x51mm NATO and can be converted to 5.56x45mm NATO through alternative magazine options, all of which are strangely all fictional designs that attach/detach in the same way as SIG-Sauer machine guns (e.g. XM250) despite the real weapon using Minimi/M249 and Maximi/Mk 48 belt boxes with the former already included in the game as the "Bruen Mk9". The weapon is also further erroneously and strangely depicted with a top-opening feed cover despite the weapon already being visibly modeled with its signature side-opening feed cover, with the feed tray and slot being relocated accordingly. To top it all off, while it does have the select-fire capability of the real weapon, the model is depicted with a Safe/Fire selector only, with the safe position acting as semi-auto and the fire position as full-auto.

FN EVOLYS 7.62 - 7.62x51mm NATO
The EVOLYS in the loadout screen being fed via a belt drum similar to that of a MG3.
Chambering the EVOLYS when first spawning in, pushing the charging handle forward after pulling it back. This animation is shared with the empty reload.
Holding the machine gun on the new map "Rio".
Using the EVOLYS' sights to look out of bounds into an area reminiscent of the map "Punta Mar" from the previous game.
Checking the chamber during the inspect animation. Note the chamber is closed when inspecting the weapon in the loadout menu.
About to place a new belt. Our operator must be bamboozled to see how this weapon can be opened from the top instead.
Deciding not to question it anymore to avoid brain hemorrhage, the operator pulls the charging handle.
Inspecting the belt after removing the magazine. Much like the FN Minimi, the links will still be connected despite the lack of bullets.
Due to a bug, the 5.56x45mm conversion lacks any bullet (although the weapon is still able to fire) and the links are still of the same size as those on the 7.62x51mm model.

FN Minimi

The FN Minimi returns from Call of Duty: Modern Warfare, once again called the "Bruen Mk9". Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover.

Prior to the Season 1 Reloaded update, the Minimi had a stippled grip tape on the rear grip by default. The "Stippled Grip Cover" could be attached, which apparently covered the grip, even though it just removed the modification.

The "JAK Shadow Titan" conversion kit was added in Season 3, rechambering the weapon to .300 Blackout (in 60-round quad-stack mags) and adding an integral suppressor.

FN Minimi 5.56 Mk3 - 5.56x45mm NATO
Left side view of the Minimi in an official image.
Equipping the Minimi/M249 with the carry handle, much like the iteration in MW2019. This is followed by racking the charging handle.
Idle with the machine gun.
Aiming.
Right side of the MG.
Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.
Racking the charging handle at the start of the empty reload...
...attaching a new 100-round cloth bag...
...and pushing the loose links off the top of the feed tray with the new belt.
Checking under the feed tray when reloading the 200-round box.
Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison
The Minimi/M249 with 60-round quadstack magazine.
Ditto.
Inspecting the magazine.
Tossing the empty magazine...
...and reaching under the machine gun to rack the charging handle after loading a new mag.
M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO
The weapon modified to look like the E1 in-game.
FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO
The weapon modified to look like the Para in-game.
M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, ACOG scope, and 100-round cloth ammo bag - 5.56x45mm NATO
The weapon modified to look like the Para RFI in-game.
Mk 46 Mod 0 - 5.56x45mm NATO
Much like in the original Modern Warfare 3, the M249 can be seen with a pseudo-RIS handguard of a Mk 46 Mod 0.

PKP Pecheneg

The PKP Pecheneg appears as the "Pulemyot 762", with Pulemyot being Russian for machine gun. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in MW2019 (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a PKM's wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.

Just like with MW2019, the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. However, the "Sleight of Hand" fast reloads correct the loading procedure.

PKP Pecheneg 6P41 - 7.62x54mmR
PKP Pecheneg-N 6P41N - 7.62x54mmR
A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR
The "Pulemyot 762" in an official render.
A customized Pecheneg in-game. The pictured "Ivanov Bluff Heavy Stock" gives the machine gun a stylized version of the 6P41 stock, while another option called the "Stovl Conqueror-V Stock" gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The "Reckoning-8 Heavy Barrel" gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation of a PKP flash hider and returning the protective wings for the front sight. The "Pulemyot Bipod", which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the "200-Round Belt" replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.
The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.
Aiming. The front sight lacks its protective wings.
One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.
Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.
Incorrectly racking the charging handle at the start of the reload...
...and despite this the bolt is still forward.
Checking the feed tray during the "Fast Hands" reload. The underside of the feed tray is untextured, but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.

PKP Pecheneg Bullpup

The weapon can be converted into a PKP Pecheneg Bullpup with the "JAK Annihilator Bullpup Kit". The reload animations are actually correct for a PK series machine gun in this conversion, as like with the "Fast Hands" reload, the operator now racks the bolt at the end of the process instead of in the beginning.

PKP Pecheneg Bullpup - 7.62x54mmR
The "JAK Annihilator" bullpup conversion of the "Pulemyot 762". As with several other "JAK" conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver, respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.
A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Prior to the Season 2 update, due to a bug, the operator didn't actually hold the side-mounted foregrip.
"Zero" holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.
He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent.
Peering into the void of the ammunition bag on the right side.
Attaching a new ammunition box...
...and pulling out a new belt from said box.
Racking the charging handle after closing the top cover.

QJB-95-1

The QJB-95-1 appears as the "DG-58 LSW". Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel-attached QJB bipod.

QJB-95-1 - 5.8x42mm
The "DG-58 LSW" in an official render. Much like the QBZ-97, it has the "Steel Dragon Defense Groups" logo on the left side. The right side has stylized text reading "天北 (Heavenly North / Northern Sky) Defense Groups", which might be a play on the "China North Industries Group" name (although the real weapon is manufactured by the China South Industries Group).
Idle with the QJB-95-1. In typical Call of Duty fashion, the front and rear sights have both had their tops chopped off, presumably for better in-game usability.
Aiming slightly off center due to weapon sway.
Inspecting the fictional drum magazine. The real magazine has a different design, and in addition, the feed tower is incorrectly in the center instead of being offset to the right.
Checking the chamber.
Performing a tactical reload.
Inserting a new magazine on empty...
...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.

QBZ-95B-1 / QBZ-97B hybrid

The carbon-fiber/3D-printed "JAK Nightshade Rifle Kit" converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a QBZ-95B-1's 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a QBZ-97B's deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B/QBZ-95B.

QBZ-95B-1 - 5.8x42mm
QBZ-97B - 5.56x45mm NATO
The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a "conversion" when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.
On sacred grounds with the carbine.
ADS with the mostly unchanged sights.
Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.
Chamber checking.
Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...
...although the empty reload is somewhat bugged.
Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.

Launchers

"Burrow 500"

A fictional, stylized sliding breech underbarrel grenade launcher appears as the "Burrow 500". It appears to be based on the M203 grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the FN40GL, most notably the forend. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the "Drill Charge" and reused the GP-25 like for the other AK family weapons.

LMT M203 2003 L2B - 40x46mm
FN MK 13 grenade launcher - 40mm
The grenade launcher from Wish.com mounted on the AN-94n't.
Other side and front.
Idle with the launcher. It shares most of its animations with the FN40GL from MWII, which itself resuses most of its animation from the XM203 in MW19.
The rear appears to have a standalone stock mount.
Checking the load. Note that since the animations are shared with the FN40GL, the inspect animation is the same. This means that even after using all 40mm drill charges, the full projectile can still be seen when inspecting. This is due to the rear section of the launcher barrel not being long enough to fully hide the projectile (as the FN40GL has a "lip" that covers the tip of the projectile).
Dumping a spent casing.
Loading a new one.

Milkor AV-140 MSGL

The Milkor AV-140 MSGL returns from Modern Warfare II, again called the "RGL-80" and now available to Modern Warfare III's multiplayer. This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight. For balance reasons, the damage has been massively nerfed compared to other rapid-firing multishot grenade launchers in multiplayer.

The "JAK Thumper 656" aftermarket conversion replaces the shortened barrel to a custom longer variant seen in earlier versions of the real life MGL, making it one of the few cases in Call of Duty where launchers can be customized for gameplay benefits to a degree. Aside from the traditional JAK-patented 3D furniture that appears in every JAK aftermarket conversion, it replaces the normal stock with a 3D-printed version of the "Ravage-8" stock (from the "M4" in the previous title) and the sighting unit in favor of a reflex sight. In gameplay, this conversion somehow decreases weapon handling (ADS speed and sprint-to-fire speed) and allows the player to replace the weapon's HE ammunition to explosive sticky and drill charge variants. A 40mm non-explosive slug variant is also included, benefitting from increased reserve capacity (as it gains an extra reserve of 6 shells) and increased rate of fire at the cost of a miniscule explosive radius.

QLG-91B

The QLG-91B grenade launcher is available as an underbarrel option for the QBZ-97, under the name "TTL-GS 40". It shares animations with the M203.

A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm
The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.
Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.
Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).
Right side. The launcher is incorrectly set to safe.
Dumping a spent casing
...and loading a new round.

Explosives

New and missing entries for explosives will be featured here, while ones returning from Modern Warfare II won't be included and instead can be found on that page.

"Thermobaric Grenade"

The "Thermobaric Grenade" as it appears the loadout menu.

"Scatter Mine" Hybrid Mine

What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.

The mother of mines in the loadout menu.

Other

"Line Launcher" fictionalized REBS Standard Launcher

In the opening level, "Operation 627", Konni Group operatives use grapnel hook launchers to scale to the Zordaya Prison walls. These appear to have been inspired by the REBS Standard Launcher. Note the brightness of the screenshots has been increased due to the lighting in the level being very dark.

A REBS Standard Launcher without grapple hook
Konni frogmen with the launchers attached to their diver propulsion vehicles.
Ivan Alexxeve with his launcher. Note the unused picatinny rail on the top of the launcher. The text on the side has the text "<-18,81->", although it is unknown what it stands for (perhaps the amount of cable available).
Right side of the launcher. Note that the launcher is mirrored.
Andrei Nolan brings up his own launcher...
...and all three operatives fire their lines. They then use the fictional zipline ascenders which were first introduced in MW2019.

"JAK Purifier" Underbarrel Flamethrower

A fictional underbarrel flamethrower appears as "JAK Purifier". While underbarrel flamethrowers such as the PulseFire or the XM-42X exists in real life, the JAK Purifier seems based on a fictional design. The underbarrel weapon cannot be equipped to MWII firearms.

Raytheon Silent Guardian ADS

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

"Stormender" Fictional Drone Gun/EMP Launcher

A fictional drone gun possibly based on a CERBAIR Chimera was added in Season 1 as the "Stormender." Unlike real drone guns which act as jammers and simply disable the drones, the Stormender fires a directional EMP which outright destroys drones, cruise missiles and certain electronics, detonate explosives while damaging and temporarily disabling others. The weapon has an infinite supply of electricity and never needs to be reloaded, but requires a short period to "recharge" between shots. It can somehow destroy enemy equipment such as Tac Insert flares and Munition Boxes (though not Decoy balloons), despite not being electronic. It cannot stop explosive drones summoned by the "Swarm" killstreak. The box that comes with the drone gun in the loadout screen labels it as the "DRONE GUN MK111", which would likely be the in-universe designation of the weapon.

This weapon cannot obviously practically kill players (as it deals only a single point of damage), though they will be affected by an EMP effect on the HUD. The "projectile" can pierce through solid objects.

An official image of the "Stormender".
Closeup of the front of the launcher.
Holding the launcher.
Using the fictionalized Aimpoint T2 on the top to scan for enemy drones while guarding a Hind V. The optic cannot be changed and has a fictional reticule. Note the hair and dirt trapped inside the optic.
Fiddling with one of the dials on top, which presumably controls the output.
Attempting to cook a passing bird with the "Stormender". The "projectiles" fired by the launcher can reach the height of UAVs and "Cruise Missiles" instantaneously, though it cannot reach towards Advanced UAVs.

Mounted Weapons

DShK

DShKM - 12.7x108mm

Heckler & Koch GMG

The Heckler & Koch GMG in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.

Heckler & Koch GMG on tripod mount - 40x53mm

Unusable Weapons

Kimber Custom TLE RL/II

The same Kimber Custom TLE/RL II from Call of Duty: Modern Warfare is seen in the closing campaign credits sequence, despite being unavailable in-game.

Kimber Custom TLE/RL II - .45 ACP

Mk 2 hand grenade

Mk 2 hand grenades are seen on the "Pin Popped", "Nades And Guns", and "Battling Practice" calling cards.

Mk 2 High-Explosive Fragmentation hand grenade

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