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Difference between revisions of "Call of Duty: Modern Warfare (2019)"
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− | '''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story. | + | '''''Call of Duty: Modern Warfare''''' (also known as ''Modern Warfare (2019)'', ''MW2019'' or ''MW19'') is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story. |
− | '''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''. | + | '''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''. ''Warzone'' servers were shut down in September 21, 2023, in favor of ''Warzone 2.0'' (now being branded as ''Warzone'', replacing the name of the original game). |
With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages. | With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages. | ||
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=Overview= | =Overview= | ||
− | ''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to. | + | ''Modern Warfare'' features the Gunsmith, a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to. |
− | There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though | + | There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, and though the use of the Gunsmith Customs system, the player can mix and match part models or skins from other blueprints to modified base models - unique blueprints can be modified and saved at the player's discretion. |
− | ''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]''). | + | ''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in ''MW2019''), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]''). |
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries. | Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries. | ||
− | For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the [[Heckler & Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components. | + | For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' and later games have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the [[Heckler & Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components. |
Additional trivia on weapons in ''Modern Warfare'': | Additional trivia on weapons in ''Modern Warfare'': | ||
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[[File:S&WModel581.jpg|thumb|none|350px|Smith & Wesson Model 581 - .357 Magnum]] | [[File:S&WModel581.jpg|thumb|none|350px|Smith & Wesson Model 581 - .357 Magnum]] | ||
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]] | [[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]] | ||
− | [[File:MW 357 (1).jpg|thumb|none|600px| | + | [[File:MW 357 (1).jpg|thumb|none|600px|Golem with the .357 on the Khandor Hideout Multiplayer level.]] |
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]] | [[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]] | ||
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]] | [[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]] | ||
− | [[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]] | + | [[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload - the cartridges are already beginning to slide out.]] |
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]] | [[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]] | ||
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]] | [[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]] | ||
− | [[File:MW 357 ( | + | [[File:MW 357 (9).jpg|thumb|none|600px|Inspecting the left side.]] |
− | [[File: | + | [[File:MW 357 (10).jpg|thumb|none|600px|Inspecting the right side.]] |
− | [[File:MW 357 (8).jpg|thumb|none|600px| | + | [[File:MW 357 (8).jpg|thumb|none|600px|The revolver can be fitted with a fixed buttstock (plastic or wood), a telescopic sight and a long barrel.]] |
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]] | [[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]] | ||
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.]] | [[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.]] | ||
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[[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]] | [[File:S&WModel327.jpg|thumb|none|350px|Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum]] | ||
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".]] | [[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".]] | ||
− | [[File: | + | [[File:MW 357 (11).jpg|thumb|none|600px|The player holds an XRK .357. It is equipped by standard with a green laser and a reflex sight that can be removed at any time.]] |
+ | [[File:MW 357 (12).jpg|thumb|none|600px|The revolver also has a gold-plated trigger and hammer.]] | ||
==Beretta M9A3== | ==Beretta M9A3== | ||
− | The [[Beretta M9A3]] was added in Season 3 as the "Renetti". It is depicted with front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer. | + | The [[Beretta M9A3]] was added in Season 3 as the "Renetti". It is depicted with front slide serrations (similarly to other variants like the Beretta 92G Elite), the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer. |
The "Renetti" can be turned into a pseudo-[[Beretta 93R]]: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail. | The "Renetti" can be turned into a pseudo-[[Beretta 93R]]: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail. | ||
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[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]] | [[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]] | ||
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]] | [[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]] | ||
+ | [[File:MW M9A3 (9).jpg|thumb|none|600px|Inspecting the right side.]] | ||
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]] | [[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]] | ||
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]] | [[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]] | ||
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==Desert Eagle Mark XIX== | ==Desert Eagle Mark XIX== | ||
− | The [[Desert Eagle Mark XIX]] appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds. | + | The [[Desert Eagle Mark XIX]] appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It is also depicted with a stylized integral underbarrel rail. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds. |
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer. | The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer. | ||
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[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]] | [[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]] | ||
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]] | [[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the "FORGE TAC Enforcer" barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]] | ||
− | + | [[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines. Note the integral underbarrel rail which in comparison to the [[:File:Desert Eagle XIX 50 Picatinny rail.jpg|real thing]] is fictionalized by simply having a Mark XIX top rail built into the bottom.]] | |
− | [[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines.]] | + | [[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why [[Call of Duty: Modern Warfare 2#Desert Eagle Mark XIX|it looks so familiar]].]] |
− | [[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his "Monochrome" Desert Eagle as he wonders why [[ | ||
==Glock 21== | ==Glock 21== | ||
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[[File:S&W M&P 45acp.jpg|thumb|none|350px|Smith & Wesson M&P45 with 4.5" barrel - .45 ACP]] | [[File:S&W M&P 45acp.jpg|thumb|none|350px|Smith & Wesson M&P45 with 4.5" barrel - .45 ACP]] | ||
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the "Impossible Task".]] | [[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the "Impossible Task".]] | ||
+ | [[File:MW Glock Impossible Task (2).jpg|thumb|none|600px|The "Impossible Task" in the player's hands. Note the round trigger guard and slide serrations like the M&P.]] | ||
==="Urban Defiler"=== | ==="Urban Defiler"=== | ||
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The [[Makarov PM]] was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay. | The [[Makarov PM]] was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay. | ||
− | The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of | + | The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. |
+ | The fact that 9mm Makarov is mentioned by name numerous times in the game and the fact that the markings on the gun say it's made by the Verdansk Weapons Factory, it might imply that in-universe the Sykov is a distinct variant of the actual [[Makarov PM]], but made in Kastovia, much like [[Call of Duty: Modern Warfare II (2022)|Modern Warfare II's]] AK variants. | ||
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]] | [[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]] | ||
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]] | [[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The "Sykov" in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]] | ||
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[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]] | [[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]] | ||
[[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]] | [[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]] | ||
+ | |||
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]] | [[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]] | ||
− | [[File:MW2019 Makarov (7).jpg|thumb|none|600px|The "SSB 105mm" barrel | + | [[File:MW2019 Makarov (10).jpg|thumb|none|600px|The player holds a custom Sykov.]] |
− | + | [[File:MW2019 Makarov (7).jpg|thumb|none|600px|The "SSB 105mm" barrel gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance. SSB standing for "Sykov's Svet Bochka" and translates as "Sykov's Light Barrel", which is a lexical error, since in Russian the "Barrel" of a firearm ("Stvol") and the "Barrel" as a hollow cylindrical container ("Bochka") are two different words. Despite this, the markings on the gun state that it's made in Ukraine.]] | |
===Makarov PB=== | ===Makarov PB=== | ||
The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed [[Makarov PB]] assembly. | The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed [[Makarov PB]] assembly. | ||
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]] | [[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]] | ||
+ | [[File:MW2019 Makarov (11).jpg|thumb|none|600px|The PB in first-person.]] | ||
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]] | [[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the "SSL 308mm" Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]] | ||
+ | [[File:MW2019 Makarov (14).jpg|thumb|none|600px|While inspecting the PM, the player checks the pistol's magazine, showing the enlarged magazine and other aftermarket modifications.]] | ||
===Stechkin APS=== | ===Stechkin APS=== | ||
− | The "Sorokin 140mm Auto" barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" and "PP-Karabin". As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin". | + | The "Sorokin 140mm Auto" barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" (''Skeleton'') and "PP-Karabin" (''Carbine''). As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin". |
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]] | [[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]] | ||
+ | [[File:MW2019 Makarov (12).jpg|thumb|none|600px|The player holds a frankengun.]] | ||
+ | [[File:MW2019Stech9.jpg|thumb|none|600px|When sprinting or swapping the pistol, the player character will flick safety on.]] | ||
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]] | [[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the "Sorokin 140mm Auto" barrel assembly, which essentially turns the "Sykov" into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]] | ||
+ | [[File:MW2019 Makarov (13).jpg|thumb|none|600px|Despite the fact that the slide is almost exactly the same as the original APS, the rear sight is still from the PM.]] | ||
+ | [[File:Makarovdrum.jpg|thumb|none|300px|Makarov PM with 84-round drum magazine - 9x18mm Makarov]] | ||
+ | [[File:MW2019 Makarov (15).jpg|thumb|none|600px|The pistol (although in this case an APS) with the drum magazine.]] | ||
==SIG-Sauer P320 RX== | ==SIG-Sauer P320 RX== | ||
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=Submachine Guns= | =Submachine Guns= | ||
==Brügger & Thomet APC9 K PRO G== | ==Brügger & Thomet APC9 K PRO G== | ||
− | The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO G]] was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the Brügger & Thomet GHM9. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants. | + | The [[Brügger & Thomet APC9|Brügger & Thomet APC9 K PRO G]] was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the [[Brügger & Thomet GHM9]]. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants. |
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD. | It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD. | ||
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[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]] | [[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]] | ||
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the "FSS Revolution" attachment.]] | [[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the "FSS Revolution" attachment.]] | ||
+ | [[File: MW APC9 (9).jpg|thumb|none|600px|The player holds an APC9 with "FSS Revolution" attachment.]] | ||
+ | [[File: MW APC9 (10).jpg|thumb|none|600px|Inspecting the APC9 with "FSS Revolution" attachment.]] | ||
+ | |||
[[File:B&T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 PRO G - 9x19mm Parabellum]] | [[File:B&T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger & Thomet APC9 PRO G - 9x19mm Parabellum]] | ||
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.]] | [[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|"The Conduit" APC9 with the "FTAC 225mm Dominator" barrel assembly, with a length somewhere between an APC9 and an APC9-P.]] | ||
+ | |||
[[File:APC9 SD.jpg|thumb|none|450px|Brügger & Thomet APC9 SD - 9x19mm Parabellum]] | [[File:APC9 SD.jpg|thumb|none|450px|Brügger & Thomet APC9 SD - 9x19mm Parabellum]] | ||
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The "FSS Nightshade" APC9.]] | [[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The "FSS Nightshade" APC9.]] | ||
+ | [[File: MW APC9 (11).jpg|thumb|none|600px|The player holds the APC9 with "FSS Nightshade" attachment.]] | ||
+ | [[File: MW APC9 (12).jpg|thumb|none|600px|Inspecting the left side.]] | ||
+ | [[File: MW APC9 (13).jpg|thumb|none|600px|Inspecting the right side.]] | ||
==CZ Scorpion Evo 3 A1== | ==CZ Scorpion Evo 3 A1== | ||
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available. | The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available. | ||
− | [[File: | + | [[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]] |
[[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]] | [[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The "CX-9" in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]] | ||
[[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]] | [[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]] | ||
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[[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]] | [[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]] | ||
[[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]] | [[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]] | ||
− | [[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion | + | |
+ | [[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]] | ||
[[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.]] | [[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The "CX-9" with the "CX-38E" barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a "CX-38" which is the same handguard with a shorter barrel. The "CX-MM" stock is also equipped here.]] | ||
− | [[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion | + | [[File:MW CZ EVO (1).jpg|thumb|none|600px|The player holds the CX-9 with the "CX-38E" barrel assembly.]] |
+ | [[File:MW CZ EVO (2).jpg|thumb|none|600px|Inspecting the left side.]] | ||
+ | [[File:MW CZ EVO (3).jpg|thumb|none|600px|Inspecting the right side.]] | ||
+ | |||
+ | [[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm]] | ||
[[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.]] | [[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the "CX-38S," which is an actual integrally suppressed barrel.]] | ||
− | [[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion | + | |
− | [[File:MW19 ScorpionK ( | + | [[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion Evo 3 S2 Micro with SBTEVO folding brace - 9x19mm]] |
− | [[File:MW19 ScorpionK ( | + | [[File:MW19 ScorpionK (2).jpg|thumb|none|600px|A Scorpion K-style build with the "CX-23" short barrel (which has a built-in handstop configuration) and "CX-FA" stock.]] |
+ | [[File:MW19 ScorpionK (1).jpg|thumb|none|600px|The "CX-23S" barrel has a short integral suppressor. Here, the weapon is also equipped with the collapsed "CX-FR" stock and 12-round Hollow Point mags.]] | ||
==FN P90 TR== | ==FN P90 TR== | ||
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[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]] | [[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]] | ||
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]] | [[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]] | ||
+ | [[File:MW P90 (8).jpg|thumb|none|600px|Inspecting the left side.]] | ||
+ | [[File:MW P90 (9).jpg|thumb|none|600px|Inspecting the right side.]] | ||
===FN P90=== | ===FN P90=== | ||
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[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]] | [[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]] | ||
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".]] | [[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".]] | ||
− | [[File:MW P90 Neutralizer.jpg|thumb|none|600px|"The Neutralizer" P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the | + | [[File:MW P90 Neutralizer.jpg|thumb|none|600px|"The Neutralizer" P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the custom increased trigger all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]] |
+ | [[File:MW P90 (10).jpg|thumb|none|600px|The player holds an "Stygian" P90.]] | ||
+ | [[File:MW P90 (11).jpg|thumb|none|600px|"Stygian" P90 appears with the same fictional model but a different all-black color scheme. The gun has the waffle magazine, and the upper receiver resembles a stylized EFFEN 90.]] | ||
+ | [[File:MW P90 (12).jpg|thumb|none|600px|Inspecting the right side.]] | ||
==Heckler & Koch MP5A3== | ==Heckler & Koch MP5A3== | ||
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[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]] | [[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]] | ||
[[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]] | [[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called "Feeling Rusty" and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]] | ||
+ | |||
[[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]] | [[File:H&KSP89.jpg|thumb|none|350px|Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm]] | ||
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]] | [[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]] | ||
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]] | [[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]] | ||
+ | [[File:MW MP5A3 (10).jpg|thumb|none|600px|"Heat Cycle" MP5 appears with the custom straight magazine, SEF trigger guard, gun belt and light khaki upper receiver.]] | ||
===Heckler & Koch MP5A2=== | ===Heckler & Koch MP5A2=== | ||
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[[File:H&KMP5-N.jpg|thumb|none|450px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]] | [[File:H&KMP5-N.jpg|thumb|none|450px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]] | ||
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]] | [[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]] | ||
+ | [[File:MW MP5A2 (2).jpg|thumb|none|600px|The modified MP5A2 in the player's hands. The front sight removes when any sight is mounted, but in real life it requires the replacement of the entire front sight tower.]] | ||
+ | [[File:MW MP5A2 (3).jpg|thumb|none|600px|In this screenshot, the MP5 is equipped with a FSS Light forearm and ranger foregrip.]] | ||
+ | |||
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]] | [[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]] | ||
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]] | [[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The "Admiral's Pride" MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]] | ||
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==Heckler & Koch MP7A2== | ==Heckler & Koch MP7A2== | ||
− | A black [[ | + | A black [[Heckler & Koch MP7A2]] appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine. |
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]] | [[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 - 4.6x30mm]] | ||
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]] | [[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]] | ||
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[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]] | [[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]] | ||
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]] | [[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]] | ||
+ | [[File:MW MP7A2 (8).jpg|thumb|none|600px|Player inspects the MP7 customized with the extended barrel, the suppressor, the AR-15 stock adapter and the fictional 60-round magazine.]] | ||
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]] | [[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The "Piercer" blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]] | ||
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]] | [[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]] | ||
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[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]] | [[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]] | ||
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]] | [[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]] | ||
+ | [[File:MW Uzi (11).jpg|thumb|none|600px|The player holds the Uzi with an attached wood stock.]] | ||
+ | [[File:MW Uzi (12).jpg|thumb|none|600px|Inspecting the right side.]] | ||
+ | |||
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]] | [[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]] | ||
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.]] | [[File:MW Uzi Freight Train.jpg|thumb|none|600px|The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.]] | ||
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The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock". | The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock". | ||
− | [[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]] | + | [[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm Parabellum]] |
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]] | [[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]] | ||
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]] | [[File:MW Uzi Blowback.jpg|thumb|none|600px|The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]] | ||
+ | [[File:MW Uzi (8).jpg|thumb|none|600px|The "Blowback" in first-person.]] | ||
+ | [[File:MW Uzi (9).jpg|thumb|none|600px|Examining its various fictionalized details.]] | ||
+ | [[File:MW Uzi (10).jpg|thumb|none|600px|A look at the other side, which shows that the rounds it uses are apparently steel-cased (or possibly nickel-plated).]] | ||
==KRISS Vector== | ==KRISS Vector== | ||
− | A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has | + | A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has many visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. The pistol grip lacks ribs at the rear like the Gen I model, but has Gen II-esque ribs at the front, as well as having a grip wrap of similar height. Furthermore, the weapon lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, massively shrinking down the Super-V recoil dampening system of the real world Vector to the point where it's questionable whether it'd even fit; this could go some way to explaining why the in-game SMG has rather significant muzzle climb. |
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector). | The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector). | ||
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The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol. | The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol. | ||
− | |||
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]] | [[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]] | ||
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]] | [[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]] | ||
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.]] | [[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.]] | ||
− | [[File:MW2019 Vector.jpg|thumb|none|600px|]] | + | [[File:MW2019 Vector.jpg|thumb|none|600px|The "Fennec" in the Gunsmith preview screen, showing off its strange visual alterations.]] |
− | [[File:MW2019 Vector2.jpg|thumb|none|600px|]] | + | [[File:MW2019 Vector2.jpg|thumb|none|600px|The straight-line design of the stock is vaguely reminiscent of the prototype versions of the Vector, though most of the design features seem to come from the production models instead.]] |
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]] | [[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]] | ||
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]] | [[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]] | ||
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[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]] | [[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]] | ||
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]] | [[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]] | ||
− | [[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the "Apex" and "Sabre" parts, along with an [[ | + | [[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the "Apex" and "Sabre" parts, along with an [[AW-F]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]] |
+ | [[File:MW Vector CRB (3).jpg|thumb|none|600px|The player holds a Vector CRB with a ZLR 18" Deadfall.]] | ||
+ | [[File:MW Vector CRB (4).jpg|thumb|none|600px|Inspecting the left side.]] | ||
+ | [[File:MW Vector CRB (5).jpg|thumb|none|600px|Inspecting the right side.]] | ||
+ | [[File:MW Vector CRB (6).jpg|thumb|none|600px|The Vector CRB with a ZLR 16" Apex.]] | ||
==LWRC SMG-45== | ==LWRC SMG-45== | ||
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[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]] | [[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]] | ||
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]] | [[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]] | ||
− | [[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. | + | [[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. This is a pre-patch screenshot; the charging handle now (correctly) stays forward in first person.]] |
[[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC - .45 ACP]] | [[File:USC RIS.jpg|thumb|none|450px|Heckler & Koch USC - .45 ACP]] | ||
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.]] | [[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.]] | ||
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==Steyr AUG A3 9mm XS== | ==Steyr AUG A3 9mm XS== | ||
− | The [[Steyr AUG A3 9mm XS]] appears simply as the "AUG". One of the multiple customization options is the "622mm long barrel", which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel. | + | The [[Steyr AUG A3 9mm XS]] appears simply as the "AUG". Like several of ''Modern Warfare'''s weapons, its model has some stylized features - in particular, the design of the foregrip is noticeably different, the upper rail has additional vent holes (vaguely reminiscent of those on the [[Thales F90]], albeit significantly shorter to fit the XS's rail profile), the trigger guard is significantly larger (with the front being more or less parallel with the pistol grip, rather than being at a shallower angle as on the real weapon), and the stock features some non-standard molding details. One of the multiple customization options is the "622mm long barrel", which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel. |
− | [[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]] | + | [[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]] |
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]] | [[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]] | ||
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]] | [[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]] | ||
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]] | [[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]] | ||
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]] | [[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]] | ||
− | [[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]] | + | [[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag; note how the thinner segment of the actual AUG 9mm XS's magazine well adaptor has been turned into a hollowed-out triangle on the in-game version.]] |
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]] | [[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]] | ||
− | [[File:MW AUG 9mm (6).jpg|thumb|none|600px| | + | [[File:MW AUG 9mm (6).jpg|thumb|none|600px|Whacking the stock against some rocks; this gives a good view of the seemingly-random set of 3 diagonal lines molded into the polymer.]] |
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]] | [[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]] | ||
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]] | [[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]] | ||
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[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]] | [[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]] | ||
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]] | [[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]] | ||
+ | [[File:MW AA12 DrumInspect.jpeg|thumb|none|600px|Inspecting an AA-12 with the "ZLR J-3600 Torrent" barrel, thermal sight, and a 20-round drum magazine. The AA-12 also has the option to use 32-round drums.]] | ||
+ | [[File:MW AA12 DrumReload1.jpeg|thumb|none|600px|Reloading with the drum magazines are performed in a somewhat unorthodox pose.]] | ||
+ | [[File:MW AA12 DrumReload2.jpeg|thumb|none|600px|Wrapping up the empty reload.]] | ||
+ | [[File:MW AA12 DrumReloadFast1.jpeg|thumb|none|600px|With Sleight of Hand, the weapon is held in a more familiar manner. Here it is fitted with the "ZLR J-2800 Influx" barrel.]] | ||
+ | [[File:MW AA12 DrumReloadFast2.jpeg|thumb|none|600px|A quick rack of the charging handle and the next 20 rounds are good to go.]] | ||
==Browning Citori 725== | ==Browning Citori 725== | ||
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[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]] | [[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]] | ||
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]] | [[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]] | ||
+ | [[File:MW 725 (6).jpg|thumb|none|600px|The unique "Judgement" blueprint features an ultra-lightweight "Forge-Tac" shroud on the barrels.]] | ||
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]] | [[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]] | ||
+ | [[File:MW 725 (7).jpg|thumb|none|600px|A sawed-off shotgun in the hands of the player on the Hackney Yard map.]] | ||
==Fostech Origin-12== | ==Fostech Origin-12== | ||
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[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]] | [[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]] | ||
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]] | [[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]] | ||
+ | [[File:MW DP-12 (7).jpg|thumb|none|600px|A fictionalized blueprint model in the hands of the player.]] | ||
=Rifles & Carbines= | =Rifles & Carbines= | ||
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The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following: | The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following: | ||
− | *Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0" RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip. | + | *Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; the “23.0" RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); the “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip. |
− | *Stock options consist of the "Field LMG Stock", a [[PKM]]-style stock; "Skeleton Stock", an [[AKS-74]] folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock. | + | *Stock options consist of the "Field LMG Stock", a [[PKM]]-style stock; the "Skeleton Stock", an [[AKS-74]] folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; the "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and the "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock. |
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines. | *Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines. | ||
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block. | Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block. | ||
− | Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009 | + | Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009; in reality, by this point the Russian military was using the AK-74/AK-74M, with any milled-receiver AK variants having long since been retired. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s. |
− | [[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]] | + | [[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 (Type III) - 7.62x39mm]] |
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]] | [[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]] | ||
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]] | [[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]] | ||
− | [[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]] | + | [[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector. This lifts the rifle up enough that the front of the stock can be seen, showing the conventional tang-type stock mount, which distinguishes the rifle as a Type III - while similar in most respects, the Type II features a large metal stock-mounting bracket instead.]] |
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]] | [[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]] | ||
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.]] | [[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.]] | ||
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]] | [[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]] | ||
+ | [[File:MW AK-47 (8).jpg|thumb|none|600px|Inspecting the right side.]] | ||
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]] | [[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]] | ||
+ | [[File:MW AK-47 (9).jpg|thumb|none|600px|The modified milled AK with a Romanian foregrip handguard, [[RPK]]-style barrel and bipod and OKP-7 sight (aka "Monocle Reflex Sight") in the Hackney Yard map. While the stock, optic rail, and foregrip would be out of place on one, the general setup of a 23" RPK barrel on a Type III-style milled receiver is similar to the Vietnamese [[Type 56 assault rifle#TUL-1|TUL-1]].]] | ||
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]] | [[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]] | ||
− | |||
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]] | [[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1" Compact Barrel” and the "No Stock" attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]] | ||
[[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]] | [[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the "Muzzle Brake" and the "FSS Close Quarters Stock" gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]] | ||
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===AKM=== | ===AKM=== | ||
− | The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf | + | The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf Warrior 2]]''), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device. |
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw". | The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw". | ||
− | |||
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]] | [[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]] | ||
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]] | [[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]] | ||
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The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima". | The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima". | ||
+ | Compared to the full length "AK-12" rifles, the campaign carbines actually have the in-game 5.45mm chambering, even when using the Molot RPK drums. | ||
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]] | [[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]] | ||
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]] | [[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]] | ||
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[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]] | [[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]] | ||
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]] | [[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]] | ||
− | [[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]] | + | [[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 (equipped with its real-life muzzle device) with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]] |
− | [[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]] | + | [[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle. The magazine's canted position tilts it out of the field of view in the idle stance.]] |
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]] | [[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]] | ||
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]] | [[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]] | ||
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[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]] | [[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]] | ||
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]] | [[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]] | ||
+ | [[File:MW2019Abakan5.jpg|thumb|none|600px|A member of the FSB with the rifle.]] | ||
+ | [[File:MW2019Abakan2.jpg|thumb|none|600px|The barrel reciprocating while the rifle is shot.]] | ||
+ | [[File:MW2019Abakan3.jpg|thumb|none|600px|Rocking in a new magazine during the rather awkward tactical reload.]] | ||
+ | [[File:MW2019Abakan4.jpg|thumb|none|600px|Kicking out the old magazine during an empty reload. The dynamic magazine bullet tracking isn't present in 3rd person, though the omission is understandable.]] | ||
==AS Val== | ==AS Val== | ||
− | The [[AS Val]] was added in Season 6 as the "AS VAL". Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun. | + | The [[AS Val]] was added in Season 6 as the "AS VAL" and according to the markings, it's made in Kastovia in-universe (the same place some AK variants are supposed to be made in) . Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun. |
The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery. | The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery. | ||
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[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]] | [[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]] | ||
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]] | [[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the "VLK Strelok" stock, and the "VLK 200mm Osa" barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]] | ||
+ | [[File:MW2019vintorezM2.jpg|thumb|none|600px|Bale with the psudo-VSSM.]] | ||
+ | [[File:MW2019vintorazM1.jpg|thumb|none|600px|Other side.]] | ||
===SR-3 Vikhr=== | ===SR-3 Vikhr=== | ||
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[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]] | [[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]] | ||
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]] | [[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]] | ||
+ | [[File:MW AS VAL (10).jpg|thumb|none|600px|The player inspects the SR-3 build.]] | ||
==ASh-12.7== | ==ASh-12.7== | ||
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[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]] | [[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]] | ||
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]] | [[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]] | ||
+ | [[File:MW ASh (6).jpg|thumb|none|600px|Inspecting the left side.]] | ||
+ | [[File:MW ASh (7).jpg|thumb|none|600px|Inspecting the right side.]] | ||
[[File:MW Oden The Liar.jpg|thumb|none|600px|"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]] | [[File:MW Oden The Liar.jpg|thumb|none|600px|"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]] | ||
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.]] | [[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small "20" round magazine (which is actually a 10 round magazine) can also be observed.]] | ||
+ | [[File:MW Oden Black Asp (1).jpg|thumb|none|600px|Stylized Oden with a "Black Asp" skin. In fact, it differs from the previous one only in some light parts.]] | ||
+ | [[File:MW Oden Black Asp (2).jpg|thumb|none|600px|Player inspects the "Black Asp" Oden. Note the "сделано в россии" markings meaning "Made in Russia", which is not on the original gun.]] | ||
==Colt Model 933== | ==Colt Model 933== | ||
− | The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan | + | The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a black Daniel Defense Mk18 RIS II handguard (although the bottom two screws are mounted from the back to front like the other four screws, whereas on the real handguard they are mounted from front to back), Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan NSWC Crane SOPMOD Block II buttstock (not a B5 enhanced because it lacks QD sling cups), tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights. |
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season. | It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season. | ||
− | The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with | + | The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with an animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. At launch, the Create-a-Class menu incorrectly described the weapon as a battle rifle; this has since been corrected. |
The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway. | The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway. | ||
[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]] | [[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]] | ||
+ | [[File:MW2019933Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the Colt 933. The semi-auto marking is missing from the base weapon.]] | ||
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]] | [[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]] | ||
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]] | [[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]] | ||
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]] | [[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]] | ||
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]] | [[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]] | ||
− | [[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine | + | [[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine catch is properly animated.]] |
− | [[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]] | + | [[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason, the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]] |
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]] | [[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]] | ||
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.]] | [[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.]] | ||
− | [[File: | + | [[File:M2019933Light2.jpg|thumb|none|600px|One of the Marine Raiders in the opening mission searches a dark warehouse with his weapon light. The player is able to equip their weapons but the flashlight isn't usable, and said flashlights only show up in this mission.]] |
− | [[File: | + | |
− | [[File:MW | + | [[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has a barrel and muzzle brake reminiscent of this weapon.]] |
− | [[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty | + | [[File:MW Calibrutal.jpg|thumb|none|600px|The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.]] |
+ | [[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loading his RO933 chambered in .458 SOCOM. Note the "Commando Foregrip", which resembles a Magpul Angled Foregrip.]] | ||
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]] | [[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]] | ||
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===Mk 18 Mod 0=== | ===Mk 18 Mod 0=== | ||
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[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]] | [[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]] | ||
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]] | [[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]] | ||
− | [[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]] | + | [[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle-equipped Mk 18 Mod 0 made from the "Grail Quest" blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]] |
===Colt Model 901=== | ===Colt Model 901=== | ||
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[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]] | [[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]] | ||
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]] | [[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]] | ||
− | [[File:MW | + | [[File:MW M16 OG (1).jpg|thumb|none|600px|The M16/M203 combo setup built from the "OG" blueprint in-game. Note that even with the M16 M203 handguard, the grenade launcher is still somehow mounted on a section of picatinny rail underneath the handguard. How this is done is unclear, but likely a custom handguard setup designed for the game.]] |
− | + | [[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]] | |
− | [[File:MW | ||
[[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]] | [[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the "Thunderclap" which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]] | ||
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]] | [[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]] | ||
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]] | [[File:MW Mock12 (1).jpg|thumb|none|600px|An M16 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]] | ||
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===Colt 9mm SMG (R0991)=== | ===Colt 9mm SMG (R0991)=== | ||
− | The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a [[ | + | The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a [[Colt 9mm Submachine Gun|Colt 9mm SMG (R0991)]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port). |
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]] | [[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]] | ||
− | [[File:MW Colt 9mm ( | + | [[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload on a TangoDown Stubby foregrip-equipped SMG. The reload is a bit like the R0991 in ''[[Killing Floor 2]]''. Also note the magwell insert.]] |
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[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]] | [[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]] | ||
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]] | [[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]] | ||
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It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG. | It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG. | ||
− | [[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde | + | [[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde]] |
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]] | [[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]] | ||
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[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".]] | [[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".]] | ||
− | [[File:MW Mk18 ( | + | [[File:MW Mk18 (11).jpg|thumb|none|600px|Curiously enough, black versions of the "XRK M4" can be found from US Marines in the single player campaign. The weapons are referred to as the "Zip Tie". Kyle reloads one such weapon recently acquired from a deceased Marine. Note that some models such as this version still feed from the default tan windowed PMAGs, a combination that is not possible in multiplayer.]] |
− | + | [[File:MW2019XRK1.jpg|thumb|none|600px|A Marine firing from behind cover with the rifle. The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard "M4" weapon model.]] | |
− | + | [[File:MW Mk18 (13).jpg|thumb|none|600px|The player holds the aforementioned "Zip Tie" blueprint in multiplayer, which comes with the unique fore-end. Inspection of the gun shows similar fire selector and magazine catch as on the XRK M4, but in bright blue color. Note the special extended handguard with rail covers. Also, unlike the XRK M4, this skin has an American flag on the magwell.]] | |
− | [[File: | ||
===M4A1 Carbine=== | ===M4A1 Carbine=== | ||
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[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]] | [[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]] | ||
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".|600px]] | [[File:MW2019 TaskForce2.jpg|thumb|none|Full view of "Task Force" blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the "totally not a 6 position LE stock".|600px]] | ||
− | [[File:MW2019MW2- | + | [[File:MW2019MW2-M42.jpg|thumb|none|600px|Inspecting the left side of the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".]] |
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[[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]] | [[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]] | ||
[[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]] | [[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]] | ||
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[[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]] | [[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]] | ||
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]] | [[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]] | ||
==FAMAS F1== | ==FAMAS F1== | ||
− | The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it | + | The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it was incorrectly described as a battle rifle in the Create-a-Class menu before being corrected in a later update. |
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated. | It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated. | ||
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[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]] | [[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]] | ||
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]] | [[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]] | ||
− | [[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, | + | [[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds; these match the original ammunition issued with the FAMAS (the F1 - F3 cartridges, using 55-grain bullets), though contrary to popular claims, any properly-made M193-spec 5.56 ammo will work in a FAMAS, regardless of case material.]] |
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]] | [[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]] | ||
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]] | [[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]] | ||
+ | [[File:MW2019FAMASUrz1.jpg|thumb|none|600px|An Urzikstan Liberation Force fighter with the FAMAS, which has an aftermarket muzzle brake.]] | ||
+ | [[File:MW FAMAS (8).jpg|thumb|none|600px|A tan-colored "Jerboa" FAMAS blueprint in-game. This blueprint has a custom frame and also equipped by default with a tactical suppressor, laser, VLK 3.0x Optic scope and 50-round magazine.]] | ||
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]] | [[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]] | ||
===FAMAS Valorisé=== | ===FAMAS Valorisé=== | ||
− | The "Fractured Forces" | + | The "Fractured Forces", "Code Breaker", "The Artisan", "Insurgency" and "The Fallen" blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. |
− | + | [[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]] | |
− | [[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]] | ||
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.]] | [[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.]] | ||
− | |||
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the "Code Breaker".]] | [[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the "Code Breaker".]] | ||
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]] | [[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]] | ||
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===FAMAS G1=== | ===FAMAS G1=== | ||
A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]]. | A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]]. | ||
− | + | [[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]] | |
− | [[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]] | + | [[File:MW FAMAS G1.jpg|thumb|none|600px|An unreleased FAMAS G1 blueprint in an intro screen to the armory.]] |
− | [[File:MW FAMAS G1.jpg|thumb|none|600px| | ||
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the "Fractured" blueprint.]] | [[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the "Fractured" blueprint.]] | ||
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]] | [[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the "Fractured" FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]] | ||
+ | [[File:MW2019FAMASUis1.jpg|thumb|none|600px|Iskra inspects the FAMAS.]] | ||
+ | [[File:MW2019FAMASUis2.jpg|thumb|none|600px|Aiming.]] | ||
==FN FAL== | ==FN FAL== | ||
The [[FN FAL]] is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL. | The [[FN FAL]] is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL. | ||
− | It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely | + | It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely an unimplemented or cut-from-multiplayer modification that was left in the singleplayer. |
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode. | The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode. | ||
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[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]] | [[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]] | ||
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]] | [[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]] | ||
− | [[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.]] | + | [[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in ''BO2'', the magazine release is actuated with the operator's finger instead of with the magazine like in ''MW2''. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.]] |
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]] | [[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]] | ||
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.]] | [[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position). Another blueprint, the "Soul Reaper", is depicted with "S-A" marks in front of the fire selector.]] | ||
==FN SCAR-H== | ==FN SCAR-H== | ||
− | The [[SCAR-H]] appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "[[FN]]" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension. | + | The [[SCAR-H]] appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the old descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "[[FN]]" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension. |
The weapon is also seen in the "Poster" calling card in multiplayer. | The weapon is also seen in the "Poster" calling card in multiplayer. | ||
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[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]] | [[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]] | ||
[[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.]] | [[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the "Fugitive" variant, which comes with a matching OD-green launcher.]] | ||
+ | [[File:MW2019SCARHR3.jpg|thumb|none|600px|A South Korean 707th member reloads an all black SCAR-H. Note the psudo Special Operations Command Korea patch.]] | ||
[[File:MW SCAR Traitor.jpg|thumb|none|600px|"The Traitor" SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver. ]] | [[File:MW SCAR Traitor.jpg|thumb|none|600px|"The Traitor" SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the "Traitor" will have misaligned bolt release paddles and will feature a visible gap if mated up with a "base" SCAR upper/lower receiver. ]] | ||
− | [[File:MW | + | [[File:MW SCAR Traitor (2).jpg|thumb|none|600px|The player holds "The Traitor".]] |
+ | [[File:MW SCAR Traitor (3).jpg|thumb|none|600px|And inspects it, showing Tempus Arnament markings.]] | ||
===FN SSR=== | ===FN SSR=== | ||
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==Heckler & Koch HK433== | ==Heckler & Koch HK433== | ||
− | The [[Heckler & Koch HK433]] appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early | + | The [[Heckler & Koch HK433]] appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early beta version was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer. |
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black". | It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black". | ||
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[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]] | [[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the "Singuard Arms Whisper" integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]] | ||
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]] | [[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]] | ||
− | [[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings.]] | + | [[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the "Cal 5.56mm", "Singuard Arms", and "Manufactured in Switzerland" markings. This is the initial launch model of the "Kilo 141"; the handguard later received a 9 o'clock rail in an update.]] |
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]] | [[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]] | ||
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]] | [[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]] | ||
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[[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]] | [[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]] | ||
[[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.]] | [[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the "EXO" stock and "Zodiac" barrel, doing its best to look a bit less modern.]] | ||
+ | [[File:MW ACE (8).jpg|thumb|none|600px|The [[Galatz]]-like sniper version of the Galil.]] | ||
==IWI Tavor CTAR-21== | ==IWI Tavor CTAR-21== | ||
− | A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7". Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7. | + | A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7", manufactured by XRK in-game. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7. |
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms. | The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms. | ||
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[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.]] | [[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the "Tempus Armament Inc" "Glendale CA USA" markings on the lower receiver.]] | ||
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]] | [[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]] | ||
− | [[File:MW MCX Short Stuff.jpg|thumb|none|600px|The "Short Stuff" MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's | + | [[File:MW MCX Short Stuff.jpg|thumb|none|600px|The "Short Stuff" MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's ejector plate next to the bolt catch. Its handguard is different from the regular "Tempus Mini" barrel attachment, and has a handstop. It is also uniquely fitted with a stock inspired by the MPX PSB collapsible brace. Some of these visual features are seen on other blueprints such as the "Die Cast" and "Cagefighter".]] |
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]] | [[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique "M13" that uses the same parts as the above multiplayer version, as seen through NODS in the "Clean House" mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]] | ||
− | [[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]] | + | [[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card, albeit mirrored. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]] |
==SIG SG 552== | ==SIG SG 552== | ||
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[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]] | [[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]] | ||
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]] | [[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]] | ||
+ | |||
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]] | [[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]] | ||
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.]] | [[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The "Shadowsight" variant with its default "ZLR Drifter A-08" barrel assembly that strongly resembles the FAMAE Mini-SAF.]] | ||
+ | [[File:MW SG552 (9).jpg|thumb|none|600px|Extremely shortened rifle with a quad-stack magazine in the Hackney Yard map.]] | ||
+ | |||
[[File:IMBEL IA2.jpg|thumb|none|450px|IMBEL IA2 - 5.56x45mm]] | [[File:IMBEL IA2.jpg|thumb|none|450px|IMBEL IA2 - 5.56x45mm]] | ||
[[File:MW Mother Lode.jpg|thumb|none|600px|The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]] | [[File:MW Mother Lode.jpg|thumb|none|600px|The "Mother Lode" variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8" Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]] | ||
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=="HDR"== | =="HDR"== | ||
− | The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. The magwell and a few parts of the receiver appear to be similar to the [[Victrix Corvus]], | + | The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. Hadir states that it is chambered in .338 Lapua, although visually it seems to be chambered in 12.7x108mm ammunition (and in multiplayer the ammunition is stated to be 12.7 as well). The magwell and a few parts of the receiver appear to be similar to the [[Victrix Corvus]], with the lower handguard reminiscent of a [[PGM Mini-Hecate]]'s handguard. In insgle player it is fitted with a skeletonized wooden thumbhole stock and is equipped with two scopes that line up and function as one variable zoom scope. |
− | |||
− | |||
− | A unique "Grassy Knoll" variant is available exclusively to owners of | + | In multiplayer, the rifle has a different upper handguard with KeyMod which resembles that of the SKAT GM-200. The stock is changed to the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series, and it now has a pistol grip inspired by the Stark Equipment grips. A unique "Grassy Knoll" variant is available exclusively to owners of the Operator Edition of the game (the camoflage and net wrap resembling the "All Ghillied Up" M21 from the original Modern Warfare). Additionally, the aforementioned campaign model was added to multiplayer in Season 1 as a blueprint called "Hadir's Right Hand". |
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]] | [[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]] | ||
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]] | [[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]] | ||
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]] | [[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]] | ||
− | [[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The "HDR" in Gunsmith.]] | + | [[File:MW2019HDRSP1.jpg|thumb|none|600px|Hadir's Sniper Rifle in the single player level 'Highway of Death". The stock (referred to in multiplayer as the "FTAC Champion" stock) appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]] |
− | [[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the "HDR" - the user visibly chambers the first round | + | [[File:MW2019HDRSP2.jpg|thumb|none|600px|Hadir presents Alex his custom rifle.]] |
+ | [[File:MW2019HDRSP3.jpg|thumb|none|600px|Hadir states to Alex the rifle is chambered in .338 Lapua while holding a round he ejected which appears to be 12.7x108mm.]] | ||
+ | [[File:MW2019HDRSP4.jpg|thumb|none|600px|Upon picking it up, Alex checks the magazine...]] | ||
+ | [[File:MW2019HDRSP5.jpg|thumb|none|600px|...then the chamber.]] | ||
+ | [[File:MW HDR (7).jpg|thumb|none|600px|"Hadir's Right Hand" in multiplayer.]] | ||
+ | [[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style.]] | ||
+ | [[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The default multiplayer model of the "HDR" in Gunsmith - note the different style of receiver and forend.]] | ||
+ | [[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the "HDR" - the user visibly chambers the first round.]] | ||
[[File:MW HDR (2).jpg|thumb|none|600px|The basic "HDR" in-game.]] | [[File:MW HDR (2).jpg|thumb|none|600px|The basic "HDR" in-game.]] | ||
− | |||
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]] | [[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]] | ||
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]] | [[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian "ВЛК" (VLK) markings on the receiver. Conversely, "First Signal Solutions LLC" is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]] | ||
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]] | [[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]] | ||
− | |||
− | |||
− | |||
− | |||
==M24 SWS== | ==M24 SWS== | ||
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=Machine Guns= | =Machine Guns= | ||
==Dillon Aero M134 Minigun== | ==Dillon Aero M134 Minigun== | ||
− | A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops. | + | A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops. The Minigun in Warzone can be reloaded and has its own reload animation. |
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer. | A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer. | ||
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]] | [[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]] | ||
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]] | [[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]] | ||
− | [[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]] | + | [[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134. "Aiming" involves the screen zooming in while melee-ing results in thrusting the barrel cluster forward..]] |
− | [[File:MW M134 Minigun ( | + | [[File:MW M134 Inspect.jpg|thumb|none|600px|Inspecting the Minigun whilst utilizing the Juggernaut killstreak. The sticker on the gun contains a serial number, part number, and name of the manufacturer (which is "IWRZ Corp").]] |
− | [[File: | + | [[File:MW2019JuggMinigun2.jpg|thumb|none|600px|A Juggernaut in multiplayer with the Minigun. Note the feed system, which might be misaligned due to the feed having physics.]] |
+ | [[File:MW2019LittleBirdRU1.jpg|thumb|none|600px|A Russian Little Bird with twin Miniguns.]] | ||
+ | [[File:MW2019LittleBirdRU2.jpg|thumb|none|600px|Firing]] | ||
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]] | [[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]] | ||
[[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]] | [[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]] | ||
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==Heckler & Koch MG5== | ==Heckler & Koch MG5== | ||
− | The [[Heckler & Koch MG5]] appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]]. | + | The [[Heckler & Koch MG5]] appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate [[M240 machine gun|M240]]. |
− | Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the [[ | + | Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the [[Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container. |
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler & Koch MG5 - 7.62x51mm NATO]] | [[File:MG5-FDE.jpg|thumb|none|450px|Heckler & Koch MG5 - 7.62x51mm NATO]] | ||
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&K MG5 with the aid of the carry handle.]] | [[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&K MG5 with the aid of the carry handle.]] | ||
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[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]] | [[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]] | ||
− | == | + | ==MG 34== |
− | The [[ | + | The [[MG 34]] appears in the game, using a 50-round belt drum. The usage of the MG 34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate. |
− | The game misportrays the | + | The game misportrays the MG 34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG 34 is not depicted. |
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight". | The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight". | ||
− | [[File:Mg-34man-portable.jpg|thumb|none|450px| | + | [[File:Mg-34man-portable.jpg|thumb|none|450px|MG 34 - 7.92x57mm Mauser. With Gurttrommel 34 - 50 round belt drum magazine.]] |
− | [[File:MW MG 34 (1).jpg|thumb|none|600px|The | + | [[File:MW MG 34 (1).jpg|thumb|none|600px|The MG 34 in multiplayer.]] |
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]] | [[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]] | ||
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]] | [[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]] | ||
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]] | [[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]] | ||
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]] | [[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]] | ||
− | [[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the | + | [[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG 34.]] |
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.]] | [[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The "Blowtorch" MG 34 which gives the machinegun a completely new modern chassis. "7.62 Mauser" is again inscribed above the pistol grip.]] | ||
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[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]] | [[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]] | ||
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]] | [[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]] | ||
− | [[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character | + | [[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character pulls the charging handle before opening the feed tray cover (then does it a second time after reloading). According to one of the animators, the reason for this is that some shooters prefer to do this to make sure the chamber is clear for a fresh feed.]] |
− | [[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier | + | [[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier would instead actually be locked back. As the PK family of machine guns pulls cartridges rearward out of the belt instead of pushing them through, i.e. how the M240 and M249 machine guns operate, because of the large rim on the 7.62x54mm cartridge, the weapon can only be properly loaded by racking the charging handle once at the end of the process so that the first cartridge can be pulled out of the belt and readied for firing. The procedure depicted in game would realistically result in a PKM that would need to be dry fired and cycled a whopping ''third'' time before being shootable.]] |
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]] | [[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra "slack" that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]] | ||
[[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.]] | [[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly "pre-chamber" a round.]] | ||
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]] | [[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]] | ||
+ | [[File:PKM-Zenitco.jpg|thumb|none|450px|PKM with Zenitco furniture - 7.62x54mm R]] | ||
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.]] | [[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the "Standard Issue" Weapon Blueprint in multiplayer.]] | ||
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]] | [[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]] | ||
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==SIG-Sauer MG 338== | ==SIG-Sauer MG 338== | ||
− | The 2020 prototype of the [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector. | + | The 2020 prototype of the [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG-6.8; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector. |
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]] | [[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]] | ||
− | [[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]] | + | [[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]] |
− | [[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The "RAAL" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]] | + | [[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The "RAAL MG" in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]] |
[[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]] | [[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]] | ||
[[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in "Killhouse".]] | [[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in "Killhouse".]] | ||
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[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]] | [[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]] | ||
− | [[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]] | + | [[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the ''[[Insurgency: Sandstorm]]'' tradition of engaging idle vehicles with AT launchers.]] |
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]] | [[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]] | ||
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]] | [[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]] | ||
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[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.]] | [[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an "M4A1" in one of the trailers.]] | ||
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]] | [[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]] | ||
+ | [[File:MW2019M203shorty.jpg|thumb|none|600px|A Marine in single player with the M203 "mounted" on a 10.3" barrel.]] | ||
===Madbull XM203=== | ===Madbull XM203=== | ||
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==Milkor Mark 14== | ==Milkor Mark 14== | ||
− | The [[Milkor Mark 14]] appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected. | + | The [[Milkor Mark 14]] appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected. It is reloaded with a (possibly VLTOR-made) speedloader. |
− | |||
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]] | [[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]] | ||
− | [[File:MW MGL (1).jpg|thumb|none|600px|Alex | + | [[File:MW2019MGLm1.jpg|thumb|none|600px|An MGL on the ground of a Russian armory. How or why Russian forces have this is beyond anyone's guess.]] |
+ | [[File:MW2019MGLm2.jpg|thumb|none|600px|Alex checks the MGL's load when equipping the weapon, which he founds out is loaded with incedenary rounds.]] | ||
+ | [[File:MW MGL (1).jpg|thumb|none|600px|Alex exits the armory and prepares for the final onslaught in the level "Proxy War".]] | ||
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]] | [[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]] | ||
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.]] | [[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 "Behind Enemy Lines" challenge.]] | ||
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[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]] | [[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]] | ||
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.]] | [[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.]] | ||
+ | [[File:MW RPG-7 (4).jpg|thumb|none|600px|A closer look at the RPG.]] | ||
==SA-25== | ==SA-25== | ||
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[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]] | [[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]] | ||
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]] | [[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]] | ||
+ | [[File:MW SA-25 (4).jpg|thumb|none|600px|The weapon inspection feature added post-release allows to take a closer look at the launcher.]] | ||
=Explosives= | =Explosives= | ||
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[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]] | [[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]] | ||
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]] | [[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]] | ||
+ | [[File:MW2019M18smoke2.jpg|thumb|none|600px|An M18 Smoke Grenade 'deployed".]] | ||
+ | [[File:MW2019M18smoke3.jpg|thumb|none|600px|A member of the SAS with two M18 grenades on his rig.]] | ||
==M67 Hand Grenade== | ==M67 Hand Grenade== | ||
− | The [[M67 Hand Grenade]] is featured in the game. | + | The [[M67 Hand Grenade]] is featured in the game as the standard grenade, used by all factions. It is also used as a booby trap in single player. |
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]] | [[File:M67.jpg|thumb|none|200px|M67 Grenade.]] | ||
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]] | [[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]] | ||
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]] | [[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]] | ||
+ | [[File:MW M67 Idle.jpg|thumb|none|600px|Holding the grenade with the spoon removed. Note that the striker appears to not be in the fired position, which would prevent the fuze from detonating in real life.]] | ||
+ | [[File:Mw2019grenadetrap1.jpg|thumb|none|600px|An Al-Qatala grenade trap in single player.]] | ||
+ | [[File:Mw2019grenadetrap2.jpg|thumb|none|600px|The other side of another grenade trap.]] | ||
==M18A1 Claymore== | ==M18A1 Claymore== | ||
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=Emplaced/Mounted Weapons= | =Emplaced/Mounted Weapons= | ||
==AGM-114 Hellfire== | ==AGM-114 Hellfire== | ||
− | The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the Cruise Missile killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires. | + | The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the "Cruise Missile" killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires. These same missiles later appear in the level "Into the Furnace". |
− | [[ | + | [[File:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]] |
+ | [[File:MW2019Apachehellfireclose.jpg|thumb|none|600px|Closeup of the Apache hardpoints, which has a similar configuration as the above image.]] | ||
+ | [[File:MW2019Apachehellfire.jpg|thumb|none|600px|An Apache in the mission "Hunting Party" armed with Hellfire missiles (and strangely used by the USMC). Note the lack of crew, something that exists in both its single player and multiplayer renditions.]] | ||
[[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]] | [[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]] | ||
+ | [[File:MW CruiseMissile Tablet.jpeg|thumb|none|600px|A Hellfire can be seen on the tablet when calling in the "Cruise Missile" killstreak. Note the additional fins around the middle of the missile body that are not present on real Hellfires.]] | ||
+ | [[File:MW19Hellfire1.jpg|thumb|none|600px|Front of the fictional Hellfire in the mission "Into the Furnace".]] | ||
+ | [[File:MW19Hellfire3.jpg|thumb|none|600px|Side.]] | ||
+ | [[File:MW19Hellfire2.jpg|thumb|none|600px|Rear.]] | ||
==AGS-17== | ==AGS-17== | ||
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[[File:Ags17.jpg|thumb|none|400px|AGS-17 "Plamya" on tripod - 30x29mm]] | [[File:Ags17.jpg|thumb|none|400px|AGS-17 "Plamya" on tripod - 30x29mm]] | ||
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.]] | [[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 "Plamya" mounted on an Allegiance "Wheelson" UGV in an official screenshot.]] | ||
− | [[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating | + | [[File:MW2019ALWHLS1.jpg|thumb|none|600px|An Allegiance "Wheelson" with AGS-17 in multiplayer. The text on the vehicle appears to be English instead of Russian.]] |
+ | [[File:MW2019ALWHLS2.jpg|thumb|none|600px|Closeup. Note that the bottom/forward ejection system appears to be blocked by that middle bottom camera. This is unlike the Coalition "Wheelson", which uses the bottom/rearward ejecting Mk 47.]] | ||
+ | [[File:MW2019ALWHLS3.jpg|thumb|none|600px|Back, feed side.]] | ||
+ | [[File:MW2019ALWHLS4.jpg|thumb|none|600px|Back, other side.]] | ||
+ | [[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating the Allegiance "Wheelson".]] | ||
==Browning M2HB== | ==Browning M2HB== | ||
− | The [[Browning M2HB]] appears in multiplayer | + | The [[Browning M2HB]] appears in single player mounted on various vehicles and in multiplayer mounted on the Bradley-based IFVs. It is also used for the Shield Turret killstreak, fitted with a tripod, alternate barrel, and a gun shield. |
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]] | [[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]] | ||
− | [[File: | + | [[File:MW2019M2HB10.jpg|thumb|none|600px|Mounted to an Allegiance Bradley in multiplayer.]] |
− | [[File: | + | [[File:MW2019M2HB11.jpg|thumb|none|600px|Rear of the gun.]] |
− | [[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]] | + | [[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round, as it is standard procedure with the M2.]] |
− | [[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]] | + | [[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''. Aiming simply zooms in the screen.]] |
− | [[File: | + | [[File:MW2019AQTechie4.jpg|thumb|none|600px|A M2 mounted on an AQ technical in the mission "Going Dark". Note the conspicuously mounted flashlight, which appears to be affixed to the top cover.]] |
− | + | [[File:MW2019M2HB9.jpg|thumb|none|600px|An M2 mounted as a coaxial gun(!) inside a M2A4 Bradley in single player.]] | |
− | + | [[File:MW2019M2HB6.jpg|thumb|none|600px|An M2 mounted in a RWS on a Stryker, which is strangely being used by US Marines.]] | |
− | + | [[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the "Shield Turret" M2 killstreak. Note the DI Optical DCL-120 reflex sight.]] | |
− | [[File: | + | [[File:MW2019M2HB4.jpg|thumb|none|600px|An Allegiance soldier firing the gun. Note the AGS-style ammo drum.]] |
− | [[File: | ||
==Bushmaster M242 Chaingun== | ==Bushmaster M242 Chaingun== | ||
− | [[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/"IAV" armored vehicles in the game. | + | [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV/"IAV" and psudo-OTO-Melara Puma "APC" armored vehicles in the game. What appears to be fictionalized version of the guns are mounted and used on the multiplayer incantations of the Bradley. |
+ | [[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]] | ||
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]] | [[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]] | ||
− | [[File: | + | [[File:MW2019Bradley1.jpg|thumb|none|600px|A Bradley in single player, which is for some reason being used by the USMC.]] |
+ | [[File:MW2019Bradley3.jpg|thumb|none|600px|Closeup of the M242 Chaingun on another Bradley in use by the ULF.]] | ||
+ | [[File:MW2019Pumarender.jpg|thumb|none|600px|An official render of the OTO-Melara Puma with fictional turret "APC".]] | ||
+ | [[File:MW2019Puma3.jpg|thumb|none|600px|Closeup of the cannon. Note the addition of an M2 machine gun, which is clipping through the turret. This glitch only appears for the single player Puma models.]] | ||
+ | [[File:MW2019Bradley4.jpg|thumb|none|600px|An Allegiance Bradley. This version of the Bradley was carried over to the multiplayer of the sequel game, Modern Warfare II.]] | ||
+ | [[File:MW2019Bradley5.jpg|thumb|none|600px|Closeup of its gun.]] | ||
+ | [[File:MW2019Bradley6.jpg|thumb|none|600px|A Coalition Bradley. Note the BUSK III style up-armor and massive muzzle brake.]] | ||
==General Electric GAU-8/A Avenger== | ==General Electric GAU-8/A Avenger== | ||
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==General Dynamics M197 Vulcan== | ==General Dynamics M197 Vulcan== | ||
− | + | Fictional twin barrel [[M197 Vulcan]]s are affixed to the "VTOL Jet" in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets. It also appears in single player mounted on a Mi-17 in the mission "Going Dark" and on a Russian Little Bird in "Into the Furnace". | |
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]] | [[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]] | ||
− | [[File: | + | [[File:MW2019HarrierVulcan1.jpg|thumb|none|600px|A Coalition psudo Harrier II VTOL. Note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]] |
− | [[File: | + | [[File:MW2019HarrierVulcan2.jpg|thumb|none|600px|An Allegiance VTOL, which reuses the same model but has a Sukhoi "Flanker"-like splinter camo livery. ]] |
+ | [[File:Vtol3.jpg|thumb|none|600px|A closeup of the strange twin barrel Vulcan.]] | ||
+ | [[File:MW2019Mi17Vulcan1.jpg|thumb|none|600px|Mounted on the nose of a Mi-17 in the mission "Going Dark".]] | ||
+ | [[File:Mi171.jpg|thumb|none|600px|Underside view.]] | ||
+ | [[File:MW2019LittleBirdvulcan.jpg|thumb|none|600px|A Little Bird used by Barkov's forces in the mission "Into the Furnace", mounting a Vulcan(!).]] | ||
+ | [[File:MW2019LittleBirdVulcan2.jpg|thumb|none|600px|Closeup.]] | ||
==Gryazev-Shipunov GSh-30-2== | ==Gryazev-Shipunov GSh-30-2== | ||
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==Hell Cannon== | ==Hell Cannon== | ||
− | The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both | + | The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both single player and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only seen fired by Urzikstan Liberation Force NPCs during the "Proxy War" mission. |
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real "Hell Cannon" found in Aleppo, Syria.]] | [[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real "Hell Cannon" found in Aleppo, Syria.]] | ||
− | [[File: | + | [[File:MW2019HellCannon1.jpg|thumb|none|600px|The "Hell Cannon" with some of its peculiar warheads.]] |
+ | [[File:MW2019HellCannon4.jpg|thumb|none|600px|A ULF fighter with one of the warheads.]] | ||
+ | [[File:MW2019HellCannon3.jpg|thumb|none|600px|ULF fighters load the cannon. Note lever to the left of the image, which may be how the cannon is fired.]] | ||
+ | [[File:MW2019HellCannon5.jpg|thumb|none|600px|One of the munitions airborne.]] | ||
==KPVT== | ==KPVT== | ||
A [[KPV heavy machine gun|KPVT]] can be found in the "Azhir Cave" multiplayer map. | A [[KPV heavy machine gun|KPVT]] can be found in the "Azhir Cave" multiplayer map. | ||
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]] | [[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]] | ||
− | [[File: | + | [[File:MW2019KPVT.jpg|thumb|none|600px|A KPVT almost installed on a truck.]] |
+ | [[File:MWKPVT2.jpg|thumb|none|600px|Other side.]] | ||
==M29 Mortar== | ==M29 Mortar== | ||
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy". | [[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy". | ||
[[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]] | [[File:M29 mortar.jpg|thumb|none|250px|M29 Mortar - 81mm]] | ||
+ | [[File:MW2019Mortar1.jpg|thumb|none|600px|The mortar next to a box of munitions.]] | ||
+ | [[File:MW2019Mortar2.jpg|thumb|none|600px|Other side.]] | ||
+ | [[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''. Note the warhead seems to be based on the vintage high-explosive M43A1B1.]] | ||
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]] | [[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]] | ||
− | [[File: | + | [[File:MW2019MortarAlex.jpg|thumb|none|600px|Alex loads the mortar, while contemplating why his hair doesn't render properly outside of pre-rendered cutscenes.]] |
− | + | [[File:MW2019Mortar4.jpg|thumb|none|600px|A "destroyed" AQ mortar.]] | |
− | [[File: | ||
==M102 105mm Howitzer== | ==M102 105mm Howitzer== | ||
The "Gunship" killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon. | The "Gunship" killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon. | ||
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]] | [[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]] | ||
+ | [[File:AC-130U The Fourth Horseman 105mm.jpg|thumb|none|450px|Closeup of the M102 on an AC-130U gunship exterior.]] | ||
[[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]] | [[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]] | ||
+ | [[File:MW2019GunshipMP2.jpg|thumb|none|600px|The very low resolution controllable "Gunship" killstreak in multiplayer.]] | ||
+ | [[File:MW2019GunshipMP4.jpg|thumb|none|600px|Close-up of the howitzer.]] | ||
==M230 Chain Gun== | ==M230 Chain Gun== | ||
− | AH-64D Apache Longbow helicopters that appear in "Proxy War" and in multiplayer as the classic "Chopper Gunner" killstreak have usable [[M230 Chain Gun]] autocannons. | + | AH-64D Apache Longbow helicopters that appear in "Proxy War", "Hunting Party" and in multiplayer as the classic "Chopper Gunner" killstreak have usable [[M230 Chain Gun]] autocannons. Two Chain Guns are also affixed to the belly of the "Support Helo" killstreak. |
[[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]] | [[File:Hughes-M230-Chain-Gun4.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]] | ||
+ | [[File:MW2019ApacheSP2.jpg|thumb|none|600px|A backlit Apache in the mission "Hunting Party" lays down the hurt on AQ militants.]] | ||
+ | [[File:MW2019ApacheMP1.jpg|thumb|none|600px|Front of the gun.]] | ||
+ | [[File:MW2019ApacheMP2.jpg|thumb|none|600px|Side View.]] | ||
+ | [[File:MW2019ApacheSP1.jpg|thumb|none|600px|Rear of the gun.]] | ||
+ | [[File:MW2019Overwatchhelo1.jpg|thumb|none|600px|A Coalition Super Stallion "Support Helo" with two Vulcans mounted on it. It has "US Air Force" written on the side but also "HMM-165," which is a USMC aviation squadron (now under the "VMM" prefix with the V-22 Osprey).]] | ||
+ | [[File:MW2019Overwatchhelo2.jpg|thumb|none|600px|The underside of an Alliance "Super Stallion".]] | ||
+ | |||
+ | ==Mk44 Bushmaster II GAU-23/A== | ||
+ | The "Gunship"'s AC-130J-based loadout includes the 30mm [[Mk44 Bushmaster II|Mk44 Bushmaster II GAU-23/A gun]]. It functions akin the Bofors 40mm seen in prior titles. | ||
+ | [[File:AC-130UMk44BushmasterTrialGAU-23A.jpg|thumb|none|450px|AC-130U with a trial installation of two Mk 44 weapons - 30×173mm]] | ||
+ | [[File:AC-130J Ghostrider.jpg|thumb|none|450px|An AC-130J with similar configuration as below.]] | ||
+ | [[File:MW19 Gunship (1).jpg|thumb|none|600px|A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.]] | ||
+ | [[File:MW2019GunshipMP3.jpg|thumb|none|600px|The low-res "Gunship" in Multiplayer.]] | ||
+ | [[File:MW2019GunshipMP1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]] | ||
==Mk 47 Mod 0== | ==Mk 47 Mod 0== | ||
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak. | In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak. | ||
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]] | [[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]] | ||
− | [[File:MW Mk 47 (1).jpg|thumb|none|600px| | + | [[File:MW2019CLWHLS1.jpg|thumb|none|600px|A Coalition "Wheelson" with Mark 47 Mod 0 in multiplayer. ]] |
+ | [[File:MW2019CLWHLS2.jpg|thumb|none|600px|Closeup. The text on the munitions box states it apparently holds '''400''' 40mm rounds.]] | ||
+ | [[File:MW2019CLWHLS3.jpg|thumb|none|600px|The feed system.]] | ||
+ | [[File:MW2019CLWHLS4.jpg|thumb|none|600px|Other side.]] | ||
+ | [[File:MW Mk 47 (1).jpg|thumb|none|600px|Operating the Coalition's "Wheelson".]] | ||
=Other= | =Other= |
Latest revision as of 00:14, 28 June 2024
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Call of Duty: Modern Warfare (also known as Modern Warfare (2019), MW2019 or MW19) is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the Call of Duty series. Modern Warfare is a soft reboot of the original Modern Warfare trilogy (Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare 3), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by Barry Sloane rather than Billy Murray), and similar classic Call of Duty gameplay, while telling a completely new story.
Call of Duty: Warzone is a semi-standalone battle royale game mode of Modern Warfare released in March 10, 2020; Warzone is free-to-play and can be downloaded and played without purchasing Modern Warfare. Warzone is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of Modern Warfare. Warzone servers were shut down in September 21, 2023, in favor of Warzone 2.0 (now being branded as Warzone, replacing the name of the original game).
With the releases of Call of Duty: Black Ops Cold War and Call of Duty: Vanguard, Warzone was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in Warzone is linked to all three games. As Warzone features all weapons that appear in Modern Warfare, Cold War, and Vanguard (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from Cold War and Vanguard maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.
The following weapons appear in the video game Call of Duty: Modern Warfare:
Overview
Modern Warfare features the Gunsmith, a more extensive system of weapon customization than earlier Call of Duty games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to.
There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, and though the use of the Gunsmith Customs system, the player can mix and match part models or skins from other blueprints to modified base models - unique blueprints can be modified and saved at the player's discretion.
Modern Warfare features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous Call of Duty: Infinite Warfare also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in Far Cry 3, 4, and 5).
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.
For what are apparently legal reasons, many weapons and equipment featured in Modern Warfare and later games have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the Heckler & Koch MP7A2 in-game is another good example of this as it also sports a differently shaped receiver and other components.
Additional trivia on weapons in Modern Warfare:
- In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.
- There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.
- Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.
- All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.
- Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.
- Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.
- Ejected casings realistically have charred markings near their necks.
- On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.
- All bullet-firing weapons use modeled ballistic projectiles instead of hitscan in previous games (complete with bullet drop ala later Battlefield series), rather than limited to certain occasions such as the Barrett M82A1 or the RSASS in the original Modern Warfare series, or being restricted to longer ranges while using hitscan in shorter ranges, as in Black Ops 4.
Handguns
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous Call of Duty games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.
".357"
The ".357" is a hybrid between the Colt Anaconda and the Smith & Wesson Model 581. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a Colt Python, and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.
The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.
By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.
"XRK .357"
The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the Smith & Wesson Model 327 R8. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.
Beretta M9A3
The Beretta M9A3 was added in Season 3 as the "Renetti". It is depicted with front slide serrations (similarly to other variants like the Beretta 92G Elite), the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the Beretta 92 series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation, and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.
The "Renetti" can be turned into a pseudo-Beretta 93R: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.
The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.
"Guard One"
The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the Resident Evil series, specifically Albert Wesker's two-tone Samurai Edge.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It is also depicted with a stylized integral underbarrel rail. It was explicitly said to be the .50 AE version in pre-release footage, but this was replaced in the final game with generic ".50 pistol" rounds.
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.
The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.
Glock 21
The Gen 3 Glock 21 appears in-game as the "X16". It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces, which should be using the MP-443 Grach instead.
It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.
One of the customization options is the ability to equip the gun with a Glock 41-style slide (the latter existing in Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.
Glock 18C
The "Singuard Arms Featherweight" barrel attachment turns the weapon into a Glock 18C, indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.
"The Howler"
"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a Springfield Armory XDM (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a Smith & Wesson M&P.
"Urban Defiler"
The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an Arsenal Firearms Strike One, along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.
Kimber Custom TLE/RL II
The Kimber Custom TLE/RL II is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws and it has a standard barrel bushing instead of a full length guide rod. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part. Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.
The "Riptide" blueprint added in Season 1 is fitted with a Kimber Warrior's grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.
STI 2011
Some blueprint modifications take the form of an STI 2011, most closely resembling the STI Tactical 5.0, but with the depiction of an STI Costa Carry Comp style rectangular cutout on the left side of the slide. Those blueprints are the "Javelina", "Corax", "Bite Strength" and "Blue Dwarf"; the "Obsidian Carat" also has an STI frame, but requires the "1911 Stalker" attachment in order to match the slide as well. The "Corax" also has the skeletonized trigger of modern SIG-Sauer 1911 variants (such as the 1911 TACOPS), albeit with a small hole added in it.
Makarov PM
The Makarov PM was leaked into the game in late 2020 as the "Sykov". Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.
The "Sykov" is highly customizable - the barrel customizations give it a nickel frame, or any of the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the "Lightweight Single-Action" trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. The fact that 9mm Makarov is mentioned by name numerous times in the game and the fact that the markings on the gun say it's made by the Verdansk Weapons Factory, it might imply that in-universe the Sykov is a distinct variant of the actual Makarov PM, but made in Kastovia, much like Modern Warfare II's AK variants.
Makarov PB
The "SSL 308mm" barrel (SSL standing for "Sykov Skrytyy Lisa") gives the gun an integrally suppressed Makarov PB assembly.
Stechkin APS
The "Sorokin 140mm Auto" barrel assembly gives the weapon a Stechkin APS-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the "PP-Skelet" (Skeleton) and "PP-Karabin" (Carbine). As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to "Sorokin".
SIG-Sauer P320 RX
The SIG-Sauer P320 RX, identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission and by Captain Price in some missions. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission (despite the fact that Laswell specifically instructed Price to use "host nation weapons only", which none of Nikolai's acquisitions are). The specific gun available to the player in "Old Comrades" is equipped with the Holosun-based red dot sight that is only available to primary weapons in multiplayer. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually the Kimber TLE/RL II seen above in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).
Submachine Guns
Brügger & Thomet APC9 K PRO G
The Brügger & Thomet APC9 K PRO G was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the Brügger & Thomet GHM9. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel (incorrectly named, as it is approximately 120mm), "FSS Revolution", a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the standard APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.
CZ Scorpion Evo 3 A1
The CZ Scorpion Evo 3 A1 was leaked into the game in late 2020 as the "CX-9". It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.
FN P90 TR
The FN P90 TR is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.
FN P90
The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original FN P90. As with the AUG's unique integrated scope, the reticle cannot be changed.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3 appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the PTR 9KT, an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.
The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.
The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an SP89, and changes the HUD name to "MP5K". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.
Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.
Heckler & Koch MP5A2
The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an MP5A2. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.
Heckler & Koch MP5SD3
The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an MP5SD3.
Heckler & Koch MP5SD2
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an MP5SD2.
Heckler & Koch MP5/10
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an MP5/10, minus the bolt hold open assembly.
Heckler & Koch MP7A2
A black Heckler & Koch MP7A2 appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.
IMI Uzi
The full-sized IMI Uzi is featured in the game, and has an accurately slow rate of fire compared to its depictions in the Black Ops series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the Micro Uzi.
Unlike previous games, the Uzi in Modern Warfare is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.
The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual Uzi Carbine. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".
"Blowback"
The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the Uzi Pro Pistol (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.
The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".
KRISS Vector
A KRISS Vector chambered in .45 ACP was added in Season 4 as the "Fennec" (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has many visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. The pistol grip lacks ribs at the rear like the Gen I model, but has Gen II-esque ribs at the front, as well as having a grip wrap of similar height. Furthermore, the weapon lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, massively shrinking down the Super-V recoil dampening system of the real world Vector to the point where it's questionable whether it'd even fit; this could go some way to explaining why the in-game SMG has rather significant muzzle climb.
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the "Dawn to Dusk" Legendary blueprint does have a burst marking; the "Silver Fox" blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).
There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.
The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a quick-detach sling swivel like a Vector SDP pistol.
LWRC SMG-45
The LWRC SMG-45 was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.
Heckler & Koch UMP45
The "Undertaker" variant of the SMG-45 resembles the Heckler & Koch UMP45, noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for Heckler & Koch USC lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.
The UMP45 resemblance also applies to the later-added "Garrote", "Dream Dasher", "Evil Manifest", "Halcyon Days", and "Bat Out Of Hell" blueprints.
PP-19 Bizon-2
The PP-19 Bizon-2 is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.
Steyr AUG A3 9mm XS
The Steyr AUG A3 9mm XS appears simply as the "AUG". Like several of Modern Warfare's weapons, its model has some stylized features - in particular, the design of the foregrip is noticeably different, the upper rail has additional vent holes (vaguely reminiscent of those on the Thales F90, albeit significantly shorter to fit the XS's rail profile), the trigger guard is significantly larger (with the front being more or less parallel with the pistol grip, rather than being at a shallower angle as on the real weapon), and the stock features some non-standard molding details. One of the multiple customization options is the "622mm long barrel", which gives it an AUG HBAR style barrel.
Steyr AUG A3
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an AUG A3 assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.
The "Gremlin" blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The "Death Roll" blueprint also has the same features (it mounts an A3 SF-style scope by default).
Shotguns
AA-12
The AA-12 was added during Season 6, under the name "JAK-12". It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.
Browning Citori 725
A visually altered Browning Citori 725 over and under shotgun appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.
A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.
Fostech Origin-12
The Fostech Origin-12 is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.
Fostech Origin-12 SBV
The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.
Knight's Armament Masterkey
The Knight's Armament Masterkey is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.
Hybrid Underbarrel Shotgun
The version available to the post-release Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94 uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the M26 MASS. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.
M26 MASS
A standalone M26 Modular Accessory Shotgun System was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.
An update in April 2020 added the ability to use Dragon's Breath ammunition.
Remington 870 MCS
The Remington 870 MCS appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since Call of Duty 3 to correctly depict this procedure.
A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.
Standard Manufacturing DP-12
The Standard Manufacturing DP-12 is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous Call of Duty games.
Rifles & Carbines
AK-47
The AK-47 appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:
- Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; the “23.0" RPK Barrel”, an RPK-style barrel and bipod (but combined with the original AK-47's gas tube); the “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the AKS-74U and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a PM md. 63 style foregrip.
- Stock options consist of the "Field LMG Stock", a PKM-style stock; the "Skeleton Stock", an AKS-74 folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; the "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and the "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.
- Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009; in reality, by this point the Russian military was using the AK-74/AK-74M, with any milled-receiver AK variants having long since been retired. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below, although some soldiers are still shown using modified AK-47s.
AK-74
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an AK-74 (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "AK-12". It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining "AK-47".
AKM
The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an AKM, though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is seen in the film Wolf Warrior 2), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German MPi-KMS-72 style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.
The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the "Dusk Ripper" and the "War Saw".
Arsenal AR-M1
At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian Arsenal AR-M1.
AKS-74U
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the AKS-74U. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): "Upper Hand", "Duly Devoted", "Last Rites", "Black Cat", "Collateral", and "Waliima".
Compared to the full length "AK-12" rifles, the campaign carbines actually have the in-game 5.45mm chambering, even when using the Molot RPK drums.
AKMSU
The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the AKMSU.
AN-94
The AN-94 was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production AK-12/15 rifles. As with Call of Duty: Black Ops II, the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the third round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an RPK-74M extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.
AS Val
The AS Val was added in Season 6 as the "AS VAL" and according to the markings, it's made in Kastovia in-universe (the same place some AK variants are supposed to be made in) . Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.
The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.
VSS Vintorez
Equipping the "VLK Vintazh" stock turns the gun into a VSS Vintorez, while the "VLK Strelok" stock approximates that of the modernized VSSM; while not mandatory, the "Dragunov Scope" and the "SPP 10-R Mags" help further this setup's resemblance to the real deal.
SR-3 Vikhr
SR-3/SR-3M Vikhr-like configurations can be made from the "Stovl SOF" barrel and the "Stovl 6P30 Skelet" stock or default stock, respectively. The name in these two attachments is a misspelling of "Stvol", a fictional weapon manufacturer fully known as "Ствол Тактический" in-game, which translates to "barrel tactical"; "6P30" is the GRAU index designation of the AS Val.
ASh-12.7
The ASh-12.7 prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.
It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.
Colt Model 933
The Colt Model 933 appears, inaccurately referred to as the longer-barreled M4A1. By default, it is equipped with a black Daniel Defense Mk18 RIS II handguard (although the bottom two screws are mounted from the back to front like the other four screws, whereas on the real handguard they are mounted from front to back), Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the Modern Warfare 2 M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan NSWC Crane SOPMOD Block II buttstock (not a B5 enhanced because it lacks QD sling cups), tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an LMT M203 grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The "no stock" attachment replaces the collapsible stock with a buffer tube cover. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.
The weapon's model features some of the best details in the entire Call of Duty series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with an animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. At launch, the Create-a-Class menu incorrectly described the weapon as a battle rifle; this has since been corrected.
The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for Call of Duty: Vanguard’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.
Mk 18 Mod 0
The “FSS 11.5" Commando” barrel attachment turns the weapon into a Mk 18 Mod 0, albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.
Colt Model 901
The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble the Colt Model 901 (which was marketed as an M16A3). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.
Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock, as does the "Old Faithful" blueprint. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.
Colt 9mm SMG (R0991)
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a Colt 9mm SMG (R0991), though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).
"XRK M4"
The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle. The same receiver model layout, default pistol grip, trigger and fire selector is seen by default in most other blueprints added in the game post release, "Fair Bass", "Polytope", "War Pig", "White Noise", and "Zip Tie" to name a few, though with different markings, different manufacturer's printings and different attachments.
It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.
M4A1 Carbine
The "Task Force" blueprint added in March 2020 is modeled after an actual M4A1. It largely resembles the weapon seen in Modern Warfare 2, though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of Call of Duty 4: Modern Warfare.
FAMAS F1
The FAMAS F1 is featured in the game, and fires in three-round bursts by default, like in Modern Warfare 2. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it was incorrectly described as a battle rifle in the Create-a-Class menu before being corrected in a later update.
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a Remington ACR, despite the FAMAS not even being gas-operated.
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous Call of Duty games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.
FAMAS Valorisé
The "Fractured Forces", "Code Breaker", "The Artisan", "Insurgency" and "The Fallen" blueprints convert the base FAMAS into a prototype FAMAS Valorisé, albeit with some cosmetic modifications.
FAMAS G1
A FAMAS blueprint released in Season 4 and labeled "Fractured" includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent Battlefield games). Through the Gunsmith Customs feature, the "Fractured"’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a FAMAS G1.
FN FAL
The FN FAL is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely an unimplemented or cut-from-multiplayer modification that was left in the singleplayer.
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.
FN FAL Paratrooper
The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.
DSA SA58 OSW
The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith.
FN SCAR-H
The SCAR-H appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the old descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "FN" moniker in its name, the markings identify the fictional manufacturer "FORGE TAC Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.
The weapon is also seen in the "Poster" calling card in multiplayer.
FN SSR
Combining the “FORGE TAC 20.0" LB” barrel with the "XRK Obelisk Pro" stock makes the rifle resemble an FN SSR, though it remains select-fire and lacks the three-pin barrel retaining blocks.
FN SCAR-SC
The combination of the "FORGE TAC CQC Pro" barrel with the "FTAC collapsible stock" makes the weapon resemble the compact FN SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.
Heckler & Koch G36
The Heckler & Koch G36 was added with the "Season One" content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the "Holger-26". Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.
As in Call of Duty: Modern Warfare 3, it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are inspired by the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted below the optics instead of above.
The "Necrosis" blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).
The most notable trait of the "Necrosis" model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.
Heckler & Koch G36KA4
The "XRK Ultralight" barrel attachment turns the weapon into a G36KA4.
Heckler & Koch G36C
The “FTAC 8.98" Spitfire” attachment turns the gun into a G36C.
Heckler & Koch HK433
The Heckler & Koch HK433 appears as the "Kilo 141", a reference to the original trilogy's Task Force 141. The early beta version was marked with "Manufactured Under License" and "Kal. 5.56mm", the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English "Cal. 5.56mm" markings. It is also marked with "Singuard Arms", a fictional weapon manufacturer.
It has an 11" barrel by default, but can be modified with longer barrels. They are stated to be 16.6" and 19.8", but the in-game models are clearly shorter than this, and appear to be 12.5" and 14.5" respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the "Singuard Arms Whisper" barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the "FSS Close Quarters Stock" was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the "Union Black".
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level "Captive" set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the Colt Canada C8 CQB or the Heckler & Koch G36CSF would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of "Captive", while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the "Union Black" and "Berliner" give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).
IWI Galil ACE Hybrid
A 7.62x39mm fully-automatic IWI Galil ACE was added in Season 4 as the "CR-56 AMAX". By default, it is depicted with an 11.8" barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3" Intruder”, gives it a more appropriate 8.3" barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5" Galil ACE 31.
The "CR-56 EXO" attachment gives it a folding stock similar to the original IMI Galil, and the "XRK Zodiac S440" barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a Beretta AR-70/223-like handguard.
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.
IWI Tavor CTAR-21
A Tavor CTAR-21 with some alterations from the Tavor 7 and the AUG series was added with the "Season One" content pack, under the name "RAM-7", manufactured by XRK in-game. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5" barrel option (almost close to an IWI X95's 13" barrel) inside the default handguard. The fictional "RAM-7" designation appears to be an allusion to the Tavor 7.
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.
IWI Tavor TAR-21
The "FORGE TAC Eclipse" barrel attachment turns the gun into a full-sized TAR-21, with an extended handguard.
Karabiner 98k
The Karabiner 98k is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks.
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the "Sniper Scope" is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).
The Bipod attachment gives the Kar98k the folding monopods from an Arisaka Type 99 rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.
During the beta, it was mistakenly described as being chambered in "7.62 Mauser" (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.
M14
The M14 appears as a designated marksman rifle. It is referred to as an "EBR-14", though it was correctly called "M14" during the alpha. Nevertheless, it can be customized with an EBR stock via the "FSS Raider Chassis Elite" attachment. It has a shorter 18" barrel by default (like in Call of Duty 4: Modern Warfare), but can be modified to have a standard M14's 22" barrel, though the front sight remains attached to the gas block rather than the muzzle.
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC.
Marlin Model 1895
The Marlin Model 1895 appears as the "MK2 Carbine", under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.
SIG-Sauer MCX VIRTUS SBR
The SIG-Sauer MCX VIRTUS SBR appears as the "M13", fitted with an 11.5" barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the "M13" has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The "Tempus Mini" barrel attachment shortens the barrel to approximately 8 inches, while the "Tempus Cyclone" gives the gun an integral suppressor affixed to a 6.75" barrel (inside the default 10" handguard). The "Tempus Marksman" attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The "no stock" attachment normally just removes the stock, but on the "Radioactive" and "Cagefighter" blueprint it replaces it by a buffer tube.
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.
A short barreled, semi-automatic only "M13" is used by Kyle Garrick during the "Clean House" and "The Wolf's Den" single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.
SIG SG 552
The SIG SG 552 was added in Season 2 as the "Grau 5.56". It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The "Envenom" and "Mother Lode" blueprints added in Season 5 give the base rifle a highly stylized appearance and use IMBEL IA2-style stocks. Additionally, the "Mother Lode" has stylised Diamondback iron sights.
SIG SG 550
The “Tempus 26.4" Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a SIG SG 550. Additionally, combining this with the sniper scope, the "FSS Blackjack" stock and the "Cronen Sniper Elite" pistol grip gives it a resemblance to the SG 550 SR variant (albeit with a standard SG 550 barrel).
SIG SG 551
The “FSS 20.8" Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a SIG SG 551. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.
Zastava M59/66
The Zastava M59/66, a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the "SKS". It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the "SKS rifle stock" attachment gives it a standard stock and wood furniture. The "FTAC Landmark" and “22" FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.
Sniper Rifles
Accuracy International AX50
The Accuracy International AX50 is featured in the game.
Barrett XM109
The Barrett XM109 was added during Season 4 as the "Rytec AMR". It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case "Model 94A2". While "M94A2" is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus "A2".
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or "thermite" form. It can also be fitted with an earlier-style muzzle brake via the "XRK Tank Brake" attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer "FTAC Seven Straight" barrel which, when combined with the Tank Brake and with not using the 25mm grenade ammo, makes it a Barrett M82A3-like build (though with only five-round mags instead of ten).
"HDR"
The "HDR", named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. It is revealed to have been custom-made by Hadir, and is referred to as "Hadir's Sniper Rifle" in the HUD. Hadir states that it is chambered in .338 Lapua, although visually it seems to be chambered in 12.7x108mm ammunition (and in multiplayer the ammunition is stated to be 12.7 as well). The magwell and a few parts of the receiver appear to be similar to the Victrix Corvus, with the lower handguard reminiscent of a PGM Mini-Hecate's handguard. In insgle player it is fitted with a skeletonized wooden thumbhole stock and is equipped with two scopes that line up and function as one variable zoom scope.
In multiplayer, the rifle has a different upper handguard with KeyMod which resembles that of the SKAT GM-200. The stock is changed to the stock of an Armalite AR-50A1, with a miniaturized cheek rest from the Victrix Minerva series, and it now has a pistol grip inspired by the Stark Equipment grips. A unique "Grassy Knoll" variant is available exclusively to owners of the Operator Edition of the game (the camoflage and net wrap resembling the "All Ghillied Up" M21 from the original Modern Warfare). Additionally, the aforementioned campaign model was added to multiplayer in Season 1 as a blueprint called "Hadir's Right Hand".
M24 SWS
The M24 SWS was added in Season 6 as the "SP-R 208", under the marksman rifles class. It is fitted with a trigger guard & paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 SPS / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the Remington Model 7.
SVD Dragunov
The SVD Dragunov appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.
The "skeleton stock" attachment gives it an SVDS-like stock, while the "VLK lightweight stock" gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.
Machine Guns
Dillon Aero M134 Minigun
A handheld Dillon Aero M134 Minigun appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops. The Minigun in Warzone can be reloaded and has its own reload animation.
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.
FN Minimi
The FN Minimi was added during Season 3 as the "Bruen Mk9" (this name is very similar to the "Bered Mk8" Negev/Ultimax hybrid that was added to Modern Warfare Remastered's multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an M240-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.
A Minimi with a vertical foregrip and a custom stock is also seen in the "Sending Love" calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the "Realism Moshpit" tab on the matchmaking menu.
Heckler & Koch MG5
The Heckler & Koch MG5 appears as the "M91". In the campaign it is used mainly by US Marines instead of the more appropriate M240.
Some of the blueprints available for the "M91" heavily modify the MG5's appearance with elements of the Knight's Armament LAMG. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.
Heckler & Koch MG5 A2
The "M91 Special Forces" attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an even shorter barrel option called "M91 Infantry".
Knight's Armament LAMG
The Knight's Armament LAMG itself was added during Season 5, under the name "FiNN LMG". As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the KAC ChainSAW, via the "XRK ChainSAW" attachment. The "XRK M309 Forward Assault" stock is also similar to the older KAC LMG's tubular stock.
The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.
L86A1
The L86A1 is featured as the "SA87", fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the L85 assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.
It was referred to as the newer L86A2 during the alpha, but the name was later changed to "SA87"; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the AR-18.
L85A1
The L86 can be fitted with a shorter barrel via the “SA87 18.2" Factory” attachment; coupled with the already present L85 features, this essentially turns it into an L85A1 assault rifle.
MG 34
The MG 34 appears in the game, using a 50-round belt drum. The usage of the MG 34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the MG42-based MG3 or Zastava M53 would be more appropriate.
The game misportrays the MG 34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG 34 is not depicted.
The "Lucky Strike" blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as "FORGE TAC Ultralight".
PKM
The PKM is available in Modern Warfare. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.
The "25.9" heavy barrel" attachment gives it a PKP Pecheneg's barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.
Various blueprints such as the "Standard Issue", "Bludgeoner" and "Game Over" are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.
SIG-Sauer MG 338
The 2020 prototype of the SIG-Sauer MG 338 was leaked into the game in February 2021 as the "RAAL MG" (standing for "Reconnaissance Auxiliary Assault Lightweight Machine Gun"). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the "RAAL Monocore" (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG-6.8; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.
Launchers
Carl Gustaf M4
The Carl Gustaf M4 appears as the "Strela-P" (named after the Strela MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.
FGM-148 Javelin
The FGM-148 Javelin appears as the "JOKR". The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the "hold breath" key while aiming. Like in previous Modern Warfare games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.
FN 40GL
The FN 40GL can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and "snapshot" (the latter via the "40mm Recon" attachment).
GP-25
The GP-25 can be mounted on the AK-47 (as well as the campaign-exclusive "AK-12").
LMT M203
The LMT M203 grenade launcher can be attached to many of the other weapons in the "assault rifles" category.
Madbull XM203
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.
Milkor Mark 14
The Milkor Mark 14 appears in campaign and Special Ops as the "MGL-32", as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use "thermite" grenades in Special Ops when the Demolition class is selected. It is reloaded with a (possibly VLTOR-made) speedloader.
RPG-7
The RPG-7 is featured in the game.
SA-25
The Russian 9K333 Verba, also known by the NATO name SA-25, appears in the game as the "PILA" (plural form of pilum, a type of Roman javelin; it also means "saw" in Russian). It's depicted with a spherical battery coolant unit from a SA-14 Gremlin. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the "Cruise Missile" killstreak, despite being able to do so in real life.
Explosives
Model 7290 Flashbang Grenade
The "Flash Grenade" in multiplayer is a Model 7290 flashbang grenade.
Mk.V CN Gas Grenade
A modernized depiction of the American Mk.V CN Gas Grenade appears in multiplayer as the "Gas Grenade".
M18 Smoke Grenade
The M18 Smoke Grenade appears in multiplayer as the "Smoke Grenade". It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.
M67 Hand Grenade
The M67 Hand Grenade is featured in the game as the standard grenade, used by all factions. It is also used as a booby trap in single player.
M18A1 Claymore
The M18A1 Claymore is featured in the game, still featuring laser tripwire detonators.
M84 Stun Grenade
A somewhat fictionalized depiction of the M84 stun grenade is featured in multiplayer as the "Stun Grenade".
Hybrid Bouncing Mine
The "proximity mine" is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its "proximity mine" designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.
"Thermite"
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from Titanfall 2, a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.
RGD-5
Unusable RGD-5 grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.
RGO Fragmentation Grenade
The "Hidden" uniform for Spetsnaz operative Minotaur features two brown RGO fragmentation grenades on his vest.
M26 hand grenade
What appears to be M26 hand grenades are seen in the background of the player skin overview in multiplayer.
Emplaced/Mounted Weapons
AGM-114 Hellfire
The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the "Cruise Missile" killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level "The Embassy", however the missiles deployed by the UAV in the level do not appear to actually be Hellfires. These same missiles later appear in the level "Into the Furnace".
AGS-17
In multiplayer, the AGS-17 automatic grenade launcher is mounted on the Allegiance faction's "Wheelson" UGV killstreak.
Browning M2HB
The Browning M2HB appears in single player mounted on various vehicles and in multiplayer mounted on the Bradley-based IFVs. It is also used for the Shield Turret killstreak, fitted with a tripod, alternate barrel, and a gun shield.
Bushmaster M242 Chaingun
M242 Bushmaster chainguns are mounted and used on the M2A4 Bradley IFV/"IAV" and psudo-OTO-Melara Puma "APC" armored vehicles in the game. What appears to be fictionalized version of the guns are mounted and used on the multiplayer incantations of the Bradley.
General Electric GAU-8/A Avenger
The "Precision Airstrike" Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their General Electric GAU-8/A Avenger rotary cannons.
General Dynamics M197 Vulcan
Fictional twin barrel M197 Vulcans are affixed to the "VTOL Jet" in multiplayer, continuing the Modern Warfare 2 tradition of inappropriately outfitting Harriers with swiveling gun turrets. It also appears in single player mounted on a Mi-17 in the mission "Going Dark" and on a Russian Little Bird in "Into the Furnace".
Gryazev-Shipunov GSh-30-2
A stylized Sukhoi Su-25 "Frogfoot" appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the "White Phosphorus" killstreak. The muzzle ends of its Gryazev-Shipunov GSh-30-2 cannons can be seen mounted in the nose cone.
Hell Cannon
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both single player and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only seen fired by Urzikstan Liberation Force NPCs during the "Proxy War" mission.
KPVT
A KPVT can be found in the "Azhir Cave" multiplayer map.
M29 Mortar
M29 Mortars are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level "The Embassy".
M102 105mm Howitzer
The "Gunship" killstreak has a M102 105mm howitzer alongside the GAU-12/U and Bofors autocannon.
M230 Chain Gun
AH-64D Apache Longbow helicopters that appear in "Proxy War", "Hunting Party" and in multiplayer as the classic "Chopper Gunner" killstreak have usable M230 Chain Gun autocannons. Two Chain Guns are also affixed to the belly of the "Support Helo" killstreak.
Mk44 Bushmaster II GAU-23/A
The "Gunship"'s AC-130J-based loadout includes the 30mm Mk44 Bushmaster II GAU-23/A gun. It functions akin the Bofors 40mm seen in prior titles.
Mk 47 Mod 0
In multiplayer, the Mk 47 Mod 0 automatic grenade launcher is mounted on the Coalition faction's "Wheelson" UGV killstreak.
Other
BGM-71 TOW
The background for the Coalition operator customization screen has a missile tube from a BGM-71 TOW standing up in the background.
Hybrid Reverse Draw Crossbow
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.
M79 grenade launcher
Frank Woods' character model that was released as a pre-order reward for Call of Duty: Black Ops Cold War has an unusable sawn-off M79 grenade launcher in a holster on his left side.
MG42
Either an MG42 or MG3 is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.
Taser X26
An unusable Taser X26-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.
Unusable Weapons
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.
Beretta 92
An early model of the Beretta 92 is seen in the promotional image for "The Bodyguard" customization pack for Domino.
Remington 1875
The playercard "Big Iron" shows a cowboy gunslinger with a Remington 1875.
Heckler & Koch MP7A1
The playercard "Dry Heat" shows the silhouette of a proper Heckler & Koch MP7A1.
Daniel Defense DDM4V7S
The opening launch screen of the game displays a silhouetted operator armed with a Daniel Defense DDM4V7S with a Vortex AMG UH-1 holographic sight and sound suppressor.
Desert Tech MDR
A Desert Tech Micro Dynamic Rifle equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu.
Noveske-style rifle
What appears to be a Noveske-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.
Mk 46 Mod 0
The Mk 46 Mod 0 is seen in a promotional artwork.
Accuracy International AXMC
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the Accuracy International AXMC rifle of unspecified caliber.