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Call of Duty: Modern Warfare 2

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Call of Duty: Modern Warfare 2 for current discussions. Content is subject to change.

Call of Duty: Modern Warfare 2 (2009)


Call of Duty: Modern Warfare 2 (also known as simply Modern Warfare 2, CoD:MW2 or MW2) is the sixth main installment of the Call of Duty series and the second installment of the Modern Warfare franchise. Officially released worldwide on November 10, 2009, MW2 was developed by Infinity Ward and published by Activision for the PC, PS3 and Xbox 360 platforms.

The game's storyline is set in the year 2016, five years after the events of Call of Duty 4: Modern Warfare. Despite the efforts of the U.S. Marines, the SAS, and the Russian Loyalists, the Russian Ultranationalist party has taken power within Russia. An Ultranationalist terrorist, Vladimir Makarov, considered too radical even for the new Russian government, begins his campaign to take revenge upon the western world. In response, Task Force 141, led by LTG Shepherd, is created to hunt down Makarov. During the campaign, the player takes the roles of PFC Joseph Allen and PVT James Ramirez of Hunter Two-One, 1st Battalion, 75th Ranger Regiment, U.S. Army, as well as Sgt. Gary "Roach" Sanderson and Capt. John "Soap" MacTavish of Task Force 141.

A remaster of the singleplayer campaign, titled Call of Duty: Modern Warfare 2 Campaign Remastered, was released on March 31, 2020 for the PlayStation 4, and on April 30, 2020 for the Xbox One and PC.

SPOILERS.jpg WARNING! THIS PAGE CONTAINS SPOILERS!



The following weapons appear in the video game Call of Duty: Modern Warfare 2:


Overview

Modern Warfare 2 expands on the two slot weapon inventory system and weapon categories, as secondary weapons now include handguns, machine pistols, shotguns and explosive launchers (the latter and some other explosives no longer tied to perks), which makes the "Overkill" perk from previous titles somewhat obsolete and not included. Once again, new modifications are introduced in the form of EOTech holographic sights, thermal scopes, fictional weapon-mounted heartbeat sensors, underbarrel shotguns, tactical knives and internal modifications such as rapid fire and full metal jacket ammunition (which allows bullets to penetrate into deeper surfaces). While the player in multiplayer mode can still attach one modification to their primary weapon and secondary weapon, the new "Bling" perk allows two modifications to be attached to the primary weapon, with the pro version of the perk allowing two on the secondary. One change to unlocking attachments is that now that some attachments can be unlocked through using other attachments (ie. unlocking the underbarrel shotgun requires kills through the underbarrel grenade launcher).

One new ability added to weapons as a "modification" of sorts is the ability to go "guns akimbo" or dual-wield. Handguns, machine pistols, submachine guns and certain shotguns (the Sears Ranger and the Winchester Model 1887) can be held in each hand, able to be fired independently from one another and have their own magazine pool. A common recurring thing in future games with dual-wield is due to the way of how reloading in dual-wield works (with weapons able to be fired in one hand while reloading in another), and unlike Call of Duty 2: Big Red One (where dual-wield mechanics work very differently), weapons simply drop down to be reloaded off-screen (ala GoldenEye 007) while playing sounds to make it seem that the player to reloading the weapon.

While resupply crates are introduced in World at War for only one mission, MW2 expands on this and adds more resupply crates into more singleplayer levels.

The newly-introduced "Special Ops" mode in MW2 pits the player into a series of sometimes short fast-paced missions, with the possibility of cooperative play with another player. While players are still given pre-set weapons and attachments when the level starts, the initial area in most missions contains additional pre-set weapons to at least tailor one's loadouts. Resupply crates seen in singleplayer can also be used in Spec Ops mode.

Likely due to the absence of a multiplayer mode in the remastered version of the game, weapons can freely be inspected through a dedicated keybind; which in most entries, is usually not the case.

Handguns

All handguns in the game, except for the M1911, are available in both single and multiplayer modes. All handguns in the multiplayer can be equipped with a variety of accessories, including: FMJ rounds, suppressors, dual wield (akimbo), tactical knives, and extended magazines (unless noted otherwise).

Like in Call of Duty 4, the game effectively animates all handguns as operating in DAO (Double Action Only) mode, though the MW2 singleplayer remaster fixes most of the hammer animations for most handguns, as with the previous remaster.

Beretta 92SB

The Beretta 92SB returns from Call of Duty 4: Modern Warfare, once again standing in as the military issue M9. In singleplayer, it is the primary sidearm of all U.S. troops, Task Force 141, U.S. Navy SEALs, and is infrequently used by the Middle Eastern OpFor and the Brazilian Militia.

Beretta 92SB - 9x19mm Parabellum
The "M9" on the Create-A-Class menu. Note the rounded trigger guard, identifying the pistol as a 92SB. Also note the different magazine baseplate.
Holding the 92SB in-game.
Aiming down the iron sights.
Reloading the "M9".
Dual-wielding two 92SBs, or "Akimbo", a word that originally had nothing to do with dual-wielding.
Reloading the two 92SBs via the universal offscreen reload technique.
Reloading a suppressed Beretta. Due to a bug that was never patched, the suppressor does not actually work as intended - range is reduced, and the firing sound is muffled, but the firer will still show up on enemy minimaps.

Beretta 92FS (remastered version)

In Modern Warfare 2 Campaign Remastered, the weapon is modeled after a Beretta 92FS, standing in for the U.S. military-issue Beretta M9. It appears to reuse the same model from Call of Duty: Modern Warfare Remastered.

Beretta 92FS - 9x19mm
Initially drawing the Beretta in the remaster shows the user chamber a round.
Allen with a Beretta inside the airport.
Aiming. Note the three-dot sights, which makes this a 92FS and not an M9.
Reloading the pistol.
Equipping two Berettas - here, Ramirez cocks the hammers on both pistols.
Idling with the Berettas.
The inspecting animation results in some fanciful gun twirling.

Beretta 93R (Mockup)

The "M93 Raffica", classified under the Machine Pistol category, is a Beretta semi-automatic pistol converted to resemble and function like a Beretta 93R. Real 93Rs have a frame-mounted safety and a more angular slide, all of which the in-game model lacks. It seems likely that the developers took the base 92SB model and added 93R parts to it and made it shoot three-round bursts. It is attached with a skeletal stock and what looks like an attachment rail for a flashlight/LAM. The in-game model has an extended magazine but still only holds 15 rounds in singleplayer, though in multiplayer it holds a more appropriate 20 rounds.

In singleplayer, it can be found in an armory in "The Gulag", in a basement armory in "Loose Ends", and in the "Museum" level. It is unlocked at level 38 in multiplayer, and benefits from low recoil, high damage, fast reload times, and instantaneous ADS.

Beretta Model 92SB - 9x19mm Parabellum. Base weapon of the 93R mockup.
A real Beretta 93R for comparison - 9x19mm Parabellum
The "M93 Raffica" in the Create-A-Class menu. Despite being depicted here with a Survival Consultants International WOR4 TacRail system for mounting sights, it uses a DLP Tactical UMP-1 Universal Pistol Scope Mount in game.
Holding the burst Beretta, with the hammer half-cocked.
Aiming down the sights.
Reloading the extended Beretta magazine.
On the dual-wielded version, the hammers are not cocked at all.
Reloading the Rafficas.
Reloading a Raffica fitted with an EOTech optic. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount compared to the Create-A-Class image.

Remastered version

The remastered version still depicts a mockup, this time using the base model of the Beretta 92FS as opposed to the 92SB from before. The hammer is still in half-cocked position, unlike the base version of the weapon.

Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum
The Remastered faux 93R has a new equipping animation where the user extends the foregrip. Note the weird matte grey finish and khaki colored grips.
The "M93 Raffica" in idle.
Iron sights.
Reloading the burst pistol.
Thumbing the slide release.
Checking out the Beretta in the inspect animation.

Colt Anaconda

The Colt Anaconda is found in singleplayer and multiplayer, called ".44 Magnum" in-game. It is the signature weapon of Lieutenant General Shepard (voiced by Lance Henriksen), which he uses at several key points in the campaign.

In a cutscene in "Loose Ends", General Shepard pulls out his Anaconda to shoot someone despite the holstered Anaconda on his model still visibly in the holster, as though he has another big Anaconda tucked in the back of his pants. During a cutscene in "Endgame", the cylinder rotates counterclockwise when General Shepard pulls back the hammer, and then incorrectly rotates clockwise again before the gun fires when Shepard pulls the trigger.

It is a useful weapon in multiplayer mode due to its quick draw and power, and the fact that the Anaconda will fire as fast as the player can press the fire key. As you probably suspected, the Anaconda is not available with a suppressor or extended magazines as other handguns. Instead of 75 kills, the player has to reach 100 kills with this weapon to unlock the tactical knife attachment.

Interestingly, the barrel of the Anaconda on the weapon's world model reads "BRAD ALLENCONDA", a reference to Brad Allen, the head weapon designer of Infinity Ward.

Colt Anaconda - .44 Magnum
Anaconda in the Create-a-Class menu. Note that the Anaconda's grip has no finger grooves, which means they could be Pachmayr Presentation grips.
Holding the Anaconda in the multiplayer map Favela.
Aiming down sights.
The weapon recoils as a fired bullet hits the wall. The top of the hammer can be seen cycling back in double-action.
Reloading the Anaconda. The player character lifts the weapon vertically and dumps out all the rounds. This wouldn't work in reality, as fired rounds expand and get stuck in their chambers. The extractor rod would have to be used to eject them.
Inserting a speedloader.
Closing the cylinder after dropping the speedloader away.
Dual-wielding two .44 Magnums. Note that the left revolver isn't just a mirror of the right.
Reloading shows the asymmetry more clearly, as both revolvers correctly open to the left.
Cowboy-slinging the cylinder shut when wielding a knife alongside the Anaconda. Note how the revolver appears to be black in low-light instances.
LTG Shepherd (voiced by Lance Henriksen) loads his Anaconda in the middle of a battlefield, feeling no need for any protective gear nor any concern for going Dirty Harry in Afghanistan.
Shepherd with his Anaconda on a later level.
Shepherd using his "backup" Anaconda after his "primary" Anaconda runs dry in the Museum bonus level. Note that a third one is still in his holster. If put into Last Stand, he may draw yet another .44 Magnum.

Remastered version

As the remaster only includes the campaign story, the ".44 Magnum" is only available in the Museum bonus level outside of its appearances with General Shepard.

Wielding the Colt magnum.
Looking through the sights.
Reloading the Anaconda - the animations are a bit more dramatic than before, still with all the rounds dump with a flick.
Bringing up the speedloader with new rounds.
Which is followed by a conspicuous snapping-of-the-cylinder-shut.
Inspecting the cylinder - the rounds always appear to be unfired.

Desert Eagle Mark XIX

A Desert Eagle Mark XIX with a black barrel and slide and chrome frame is a sidearm available in MW2. It is equipped with Trijicon 3-dot sights, the current production barrel with a Picatinny rail, an unusable underbarrel SureFire X400 Ultra WeaponLight laser aiming module, and (rather bizarrely) an M1911-esque linearly-sliding trigger with 3 holes in it. It is depicted with an underbarrel rail which unlike later variants with integral one, is rather a bolted on addon hinting at some airsoft gun such as the Umarex being used as a reference.

It is the sidearm of arms dealer Alejandro Rojas' assistant and the Brazilian Militia. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by Barry Pepper), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them; in fact, the Desert Eagle has never been issued as a standard sidearm by any military whatsoever, having only ever been used by Poland's JW GROM premier special forces unit and Portugal's elite Special Operations Group police unit, in very limited service.

In some cases, the old model from Call of Duty 4 will be used in place of the new model.

Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available.

IMI Desert Eagle Mark XIX - .50 AE
Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE
Desert Eagle in the Create-a-Class menu.
Desert Eagle in first-person view.
Aiming down the 3-dot iron sights. The rear notch of the custom iron sights is spaced too far apart, which would make horizontal aiming difficult. The front post is also misaligned, meaning the gun would shoot to the right were the player character to actually line up the sights properly.
Reloading the Desert Eagle.
Mag fully in; thumbing the slide stop.
Having decided to forsake all sensible armament, the player character brandishes a pair of Desert Eagles.
The player character fires away at a forklift, expressing his dissatisfaction with the IMFDB comedy department for recycling old in-jokes.
Reloading the dual Deagles; here, the left gun's non-standard trigger is visible. Also note the non-integral underbarrel rail typical for airsoft Deagles.
Aiming the Desert Eagle with a tactical knife.
Rojas' assistant shoots a local gunman with his Desert Eagle. Unlike MW1, characters in MW2 show pain when hit. The choreography of this scene is an homage to the briefcase scene in Collateral. In the remastered version after dispatching the first two gunmen, the assistant will pick up and use an AK dropped by one of them. This is much more logical than in the original where he continues to fire double(!!) the amount of bullets the mag itself can hold.
The assistant aims his Desert Eagle moments after the above image.
A close-up of CPL Dunn's (voiced by Barry Pepper) Desert Eagle. This and the one on the floor of the panic room in "Exodus" are the Call of Duty 4 models.

Remastered version

The Desert Eagle returns in the singleplayer remaster in the same configuration from the original only differing in that the SureFire X400 Ultra WeaponLight is being replaced with what appears to be a Sun Optics flashlight and laser/Streamlight TLR 2 HL G hybrid. A gold Desert Eagle reusing the Modern Warfare Remastered model is present as an easter egg in the level "Of Their Own Accord". This time the pistol's hammer on both models is correctly cocked.

As with the other remastered handguns, the Desert Eagle is chambered when initially equipped. The slide reads "Military Industries Inc.", an alteration of the markings used on the real IMI model. Like in the original, the bottom rail is custom fitted unlike newer Desert Eagles with the integral bottom rail.
The .50 AE Deagle in idle.
Sighting in the magnum pistol.
Empty-reloading.
Inspecting the Desert Eagle. First the right side is viewed, and then Roach checks the magazine. Note that the underbarrel laser is a hybrid between Sun Optics flashlight/laser and Streamlight TLR 2 HL G complete with markings imitating the latter.
As with the two M9s, the dual Deagles have their hammers cocked when drawn.
Laying down the law with Desert Eagles.
And as with the other dual wield weapons, Roach will spin the Deagles around his fingers in the inspect animation.
Gold-plated Desert Eagle Mark XIX - .44 Magnum
The aforementioned Golden Desert Eagle resting on a teddy bear in "Of Their Own Accord".
Reloading the gun shows that the magazine and bullets are also completely gold.
Aiming the Gold Deagle reveals the original style iron sights.

Glock 17

The Glock 17 appears in the game in a full auto configuration, with a 33-round magazine (50 if equipped with Extended Magazine), placed in the Machine Pistol category. Although it is called "G18", referring to the select fire Glock 18 manufactured by the same company, it has no selector switch, and the frame is olive-drab, which was only featured on their semi-automatic designs. It is a 3rd generation Glock, but modeled without any finger grooves; the magazine release is also missing. The rear sight is a fictional hybrid; it features both the factory-standard Glock white square U-notch, as well as two white dots like on a 3-dot aftermarket Glock sight.

In singleplayer, the converted Glock 17 is used by the Brazilian Militia, Task Force 141, wounded Shadow Company soldiers if they are in "Last Stand" (a state in which a character is downed and can only use their sidearms, which sporadically happens to AI enemies in singleplayer and is a perk in multiplayer), and on occasion, Middle Eastern OpFor. The weapons is also available in several Spec-Ops missions.

The weapon's extended magazine is present most of the time in first and third person, but disappears the weapon is shown in TF 141 characters' holsters, replaced by a flush-fit non-extended magazine. This is most evident on Soap: in "Takedown", Soap holds his G18 on Rojas with the extended magazine easily visible, but his G18 has a regular magazine in his holster in other levels.

While the weapon is held one-handed in first person, it is held with a two-handed grip in third person. When equipped with Extended Magazines, the starting ammo without Scavenger is 49 bullets plus the 50 in the gun itself. This means that if the weapon is emptied and reloaded, it will not have a full magazine.

It is unlocked at level 22 (Master Sergeant) in multiplayer. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm.

Glock 17 with OD Green frame - 9x19mm Parabellum
Glock 17 in the Create-a-Class menu. Note the absence of finger grooves and the magazine release.
The automatic Glock 17 in first-person view. Note the olive-drab frame.
Aiming down the sights. Note the hybrid U-notch and 3-dot rear sight design.
Reloading a big long 33-round magazine that holds 32 rounds in singleplayer for some reason. Note that the top of the magazine is modeled solid.
On an empty reload, the weapon is chambered by sling-shotting the slide (pulling back the slide and letting it go) instead of utilizing the slide release. The slide release is however used when the gun is dual-wielded ("akimbo") or used on a snowmobile during the setpiece in "Cliffhanger".
Dual-wielding.
Reloading the dual Glocks. Note the "Gluke" text on the side of the slide, and that the left weapon is clearly mirrored from the right. With the benefit of hindsight, the game model's mirrored slide stop and lack of finger grooves involuntarily makes it resemble the Gen 5 variants introduced years later.
Reloading a "G18" fitted with a red dot sight attachment. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount.
Roach fires a Glock 17 on a snowmobile in the mission "Cliffhanger". Upon firing the weapon, he finds himself disappointed that the weapon sounds less like a firearm and more like two pieces of sandpaper being rubbed together.
Roach about to press the slide release inserting a new mag. This also gives a good view of the text on the slide: "Gluke T0319 Pistol Austria".
After releasing the slide.
The Glock in TF141 Operative "Ghost"'s holster. Note the lack of any rear iron sights or magazine.
The Glock also appears on the "Last Stand" and "Last Stand Pro" perk symbols.

Glock 18C (remastered version)

The remastered version correctly depicts a Glock 18, specifically the Glock 18C with compensator cuts. It is also held with two hands rather than one. It still incorrectly holds 32 rounds in the 33-round magazine and features the same fictional Glock u-notch and 3-dot hybrid rear sight as the original. The model appears to be an updated version from Call of Duty: Infinite Warfare.

Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing
Drawing the G18C with the slide cocked fully back. Note the stainless steel barrel and guide rod, a finish that is not standard on the factory Glocks.
Idle.
Aiming.
Firing.
Reloading.
The inspect animation has Roach twirl his pistol on his index finger allowing us to see the top...
...bottom..
...and the front(!!) of the gun.
The Glock during the snowmobile chase sequence. An interesting note is how Roach's character model has a M1911 in his holster like Soap in this level, yet he uses a USP for the majority of the mission before switching to a Glock for the finale.
The Glock locked back after inserting a new mag.
After releasing the slide, which seems to be done with his thumb now, though no ambidextrous release is present. Note the use of 19-round magazines instead of the 33-round mags used normally, yet the bullet count remains the same.
The Glock 18 in TF141 Operative Ghost's holster. Note how the new higher quality model features both iron sights and a 19-round mag similar to what Roach uses for the chase sequence.
Dual Glocks as found in "Takedown".
Dumping out spent 33-round magazines. Note the loaded witness holes, but empty lips.
The inspect animation starts with bringing the G18Cs close together, similar to Killing Floor-style akimbo aiming.

LA-10u/PEQ Handheld Laser Designator

In the remastered version of the level "Exodus", the laser designator function used to guide supporting fire from "Badger 2-1" is now done by its own unique gadget rather than a visible red beam originating from barrel of whatever weapon Ramirez wields. It comprises of a tan Glock frame with something resembling a laser-based trainer system that replaces the pistol's slide; it seems to be an imitation of the LA-10u/PEQ Handheld Laser Designator.

LA-10u/PEQ Handheld Laser Designator
The laser designator at the start of "Exodus".
Aiming the device by its visible beam.
Inspecting the LAM.

Heckler & Koch USP45

The Heckler & Koch USP45 returns from Call of Duty 4: Modern Warfare, appearing in singleplayer and multiplayer. It still features the incorrect extended barrel, and has an unremovable, unusable Viridian X5L Gen 1 combo module. It is one of the main sidearms of the Russian forces, including Ultranationalists and Internal Troops, as well as Task Force 141.

In single player, the USP is always equipped with the tactical knife attachment. In multiplayer, the USP is unlocked at level 4 (Private First Class) and is an effective sidearm overall. It has a magazine capacity of 12 rounds, and 18 rounds with the extended magazines attachment. It can be equipped with a suppressor.

The usage of the USP by the Russians is highly inaccurate, given Russian doctrine that focuses on using domestic weapons, guns like the Makarov PM and the MP-443 Grach would be more accurate.

Heckler & Koch USP45 - .45 ACP
USP45 in the Create-a-Class menu. Note that it has the rear sight of a Heckler & Koch Mark 23.
Holding the USP.
Aiming down the iron sights.
Reloading the USP, showing the "USP .45 ACP" markings on its slide.
Reloading the USP suppressed. Note the lack of bullets.
World model of the USP suppressed.
Akimbo USPs. Note that the left pistol doesn't have mirrored markings. Due to a bug the dual pistols are also treated as having the "tactical knife" attachment and have the faster melee attack speed, though a slower recovery than the actual "tactical knife".
Reloading the left USP.

Remastered version

Due to the remaster only covering the campaign and not the multiplayer nor spec ops, the USP is only seen paired with a knife. Now the barrel is at normal length, as opposed to the extended barrel of the original.

Drawing the USP. Note the knife clipping through the slide
Drawing the USP suppressed has Roach tighten the suppressor, similar to the intro of the MW3 Spec Ops mission "Hostage Taker".
Inspecting the weapon has Roach brush his knife on his arm.
Idle.
Aiming. Note that the hammer is not correctly positioned. Whereas the original featured a "DAO" USP, this version of the gun is modeled and animated with a cocked hammer, though it is not quite far back enough to be caught by the sear on a real pistol.
Firing.
Reloading from empty. Note how the bullets are the same colour as the magazine for some reason despite the casing above being brass.
Reloading from empty with a suppressor.
World model of the USP, which has a few differences from its COD4: MWR counterpart.
World model of the USP with a suppressor, which appears to be based on the Knight's Armament suppressor used on the MK23.

M1911 variant

The same M1911 variant (closest to a Springfield Armory Loaded 1911) given to Soap by Captain Price in the first game during the final level "Game Over" reappears in the second game. It is carried by Soap, visible on his holster in "Cliffhanger" level. Its appearance is more story than gameplay-important. Some Ghillie snipers and FSB troops are also seen with it holstered, though they never use them and tend to switch to a Heckler & Koch USP45 that magically appears. One militia member also carries one during a cutscene.

It is only usable in the museum bonus level, where it possesses a bug in its reloading animation; when emptied, there is a noticeable pause of a few seconds before the reload animation plays out. In multiplayer, when the player is using a sniper rifle as their primary weapon, on an arctic or desert type map, the M1911 will appear in either the player's holster or on their belt.

Springfield Armory Loaded M1911A1 - .45 ACP. The one seen in the game has silver bushing and pale G-10 Gunner grips.
Soap (voiced by Kevin McKidd) climbs an icy cliff with a holstered M1911 pistol.
Holding the M1911 on a bizarre scene.
Aiming the pistol.
Reloading the pistol.
A militiaman attempting to arrest Rojas' assistant drops an M1911 after being shot. Interestingly enough, once gameplay starts, the weapons turns into a Beretta 92SB.
A dead Ghillie sniper with a holstered M1911.

Remastered version

The 1911 in the remastered version shares the same model and animations as the previous game's remaster, lacking the full guide rod. When Soap meets Price in the remastered version of "The Gulag", he is seen holding the M1911 with a teacup grip. This is strange, considering that he used a more appropriate stance in the original game.

Drawing the M1911.
Idle. The hammer is cocked, but not quite far enough.
Iron sights.
Reloading the M1911 from empty.

Submachine Guns

Brügger & Thomet MP9

The Brügger & Thomet MP9 is found in-game, categorized as a Machine Pistol, and known as the TMP, the original version manufactured by Steyr. The weapon features a scope rail, an olive lower receiver, ghost ring sights, and unused side rails. It is often seen in singleplayer, where it is used by Middle Eastern OpFor, Russian Airport Security Police, Makarov's Ultranationalists, and Shadow Company, and is often dual-wielded (with an expected drop in accuracy); a few unique cases allow the player to acquire akimbo MP9s with red dot sights attached, a combination that is impossible in multiplayer given the sights on dual-wielded weapons cannot be used.

In singleplayer, the MP9 has an incorrect 32-round magazine, while in multiplayer it has a correct but small 15 round magazine (which can be emptied in about 1 second, and only increased to 25 with Extended Mags). It has low recoil and great accuracy when aiming down its sights. It is unlocked at level 58, making it the final machine pistol unlocked, but it is hugely unpopular on account of its absurdly small magazine size, high unlock rank, poor hip-fire accuracy and low damage. This results in it being overlooked in favor of other, better-performing and easier to acquire machine pistols.

Although of Swiss origin, the use of the Brügger & Thomet MP9 by the Russian Airport Security during the "No Russian" level is correct, as it is in use by the FSB Alpha counterterrorist unit and by Russian law enforcement in real life.

B&T MP9 - 9x19mm Parabellum
The MP9 in first-person.
Aiming down the ghost ring sights.
Reloading the MP9.
Pulling the charging handle; note the strange ejection port.
Akimbo MP9s.

Remastered version

The remastered MP9 has a correctly modeled ejection port and side rails.

The B&T MP9 in the remaster.
Aiming.
Loading a new magazine.
Charging the MP9. This is also its draw animation.
Inspecting the MP9's stick mag.

FN P90 TR

The FN P90 TR appears simply as "P90" in MW2. It is used by Russians and US Shadow Company members in single player. Unlocked at level 24 in multiplayer, the P90 is a popular choice for the same reason as in real life: it is compact, has a large capacity and low recoil, does good damage and has a high rate of fire.

It's another questionable weapon choice for the Russian Army, a more accurate choice would be the PP-2000 already in the game or the SR-2 Veresk.

FN P90 TR - 5.7x28mm
The P90 in the Create-a-Class menu.
Holding the P90.
Aiming down the iron sights.
Slapping in a new magazine.
Pulling the charging handle.
Dual-wielding P90s. One has to wonder how exactly does a man reload two P90s at the same time.

Remastered version

Just like Modern Warfare Remastered, the translucent magazine now shows depleting rounds. The laser also works in IR mode, as seen through night vision goggles.

The P90 in idle.
Aiming down the iron sights.
Slapping in a fresh magazine.
Charging the P90.

Heckler & Koch MP5K

The MP5K, equipped with a custom Rail Interface System and a threaded barrel, appears in Modern Warfare 2. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, Rangers, Task Force 141, Russian Internal Troops / FSB, and some Russian soldiers / Ultranationalists. It comes with a foregrip in multiplayer, but in singleplayer this is absent, which presumably makes sense to somebody. It is often seen with a Red Dot Sight. The world model depicts it with a 15-round magazine, though the first person and Create A Class images both show the correct 30-round magazine.

A suppressed version, the "MP5KSD", is available in the campaign mission "Loose Ends" and in the Spec Ops missions "Hidden" and "Estate Takedown". The real 'SD' suffix is used by H&K for their integrally suppressed MP5 variants, which the in-game weapon is not. In cases where the suppressed MP5K is paired with a red dot sight (as seen in the campaign levels "The Enemy of My Enemy" and "Just Like Old Times" and in several of the Spec Ops missions), the weapon is more appropriately labeled "MP5K Silenced Red Dot".

Heckler & Koch MP5K - 9x19mm Parabellum
Airsoft Jing Gong MP5K RIS JG202. How the MP5K looks in the game (with some differences).
MP5K R.I.S. System (modeled after an ICS Airsoft RAS)
The MP5K in Create-a-Class menu.
Drawing the weapon with a good-ol' HK slap.
The MP5K in the player's hands.
Aiming down the iron sights.
Reloading the MP5K.
Pulling the charging handle.
Dual-wielding MP5Ks.
A suppressed MP5K with red dot sight in "The Enemy of My Enemy".
Reloading the suppressed MP5K. Note the clear lack of a foregrip. The weapon has an S-E-F lower receiver, with the fire selector set to safe. However, the selector switch itself is that of a Navy trigger group, and is set to a position that would be pointing towards the semi-auto position on a Navy lower.
Russian Internal Troops' supply units (notable by their white griffin patches) firing MP5K submachine guns behind riot shields. Note the shorter magazines.

Remastered version

The remaster uses an HK slap-style empty reload for the MP5K, contrarily to the original game which involved pulling the charging handle after swapping magazines.

As with the original game, the equip animation shows the MP5K getting chambered, although the bolt never moves and seems to be a flat texture here.
The RIS foregrip is also absent again.
ADS of the MP5K.
Locking the bolt back on the empty reload.
Replacing the magazine.
Chambering the MP5K. The weapon has a proper SEF selector switch, though it is still set to safe.
The same inspection animation from Modern Warfare Remastered is also performed with the MP5K.

Heckler & Koch UMP45

The Heckler & Koch UMP45 is a submachine gun appearing in both singleplayer and multiplayer. Like the MP5K, Picatinny rails were added to the weapon. In singleplayer, it is used by Russian police, Russian military, Shadow Company, and Task Force 141. In multiplayer, it can be equipped with extended magazines like all the other SMGs. It incorrectly holds 32 rounds in multiplayer by default, but correctly holds 25 rounds in singleplayer. It is insanely popular online due to suffering a negligible damage decrease when suppressed. Interestingly, the front sight is removed when optics are attached, which is only possible by way of completely chopping it off.

A more appropriate alternative Russian-made firearm in this category would be the PP-19 Bizon, the PP-90M1 or the PP-19-01 Vityaz submachine guns, which are used by military and police forces in the Russian Federation, including various Spetsnaz units and counter-terrorist and law enforcement units.

Heckler & Koch UMP45 - .45 ACP
The UMP45 in the Create-a-Class menu.
Holding the UMP45.
Aiming down sights.
Reloading. An attempt has been made to portray the rounds inside the magazine, though they're pretty obviously just a 2D texture, including incorrectly bottlenecked cartridges visible at the top. The white line on the selector lever is textured at the wrong place; given the current setting of the fire selector, the line is supposed to be pointing towards the full-auto position at the bottom right, not the upper safe position as shown here. Nevertheless, the third-person model is textured correctly.
Like the MP5K, the charging handle is pulled after the magazines are swapped.
Dual-wielding UMP45s.
A Russian soldier holds a UMP45 fitted with a reflex scope. Note the absent front sight and intangible rear sight.
The Shadow Company soldier on the far left wields a UMP45 with an EOTech sight. This screenshot is from an early version of the game; note the front sight is still present.

Remastered version

The UMP in the remaster has different markings on the receiver, and for some reason the reloading animations have been completely redone.

Initially-equipping the UMP results in a rather awkward palming of the charging handle.
The H&K UMP taken from a Russian airport security officer.
The UMP's iron sights.
The new reload animation. The HK markings have been replaced by the fictional "Schmidt & Meier", and the fire selector gained a (merely cosmetic) 2-round burst setting. The selector switch is erroneously pointed towards said burst mode.
Charging the SMG.
As with the MP5K, Allen plays with the magazine in the inspection animation.

IMI Mini Uzi

The Mini Uzi returns from Call of Duty 4: Modern Warfare. In singleplayer, it is used by Brazilian militiamen, Middle Eastern OpFor, and rarely by Makarov's Ultranationalists in the mission "Enemy of My Enemy". Near the end of the game, the player gets to fire an Uzi during a boat chase. Like in Call of Duty 4, it is incorrectly shown with a reciprocating charging handle.

Mini Uzi with stock folded - 9x19mm Parabellum
The Mini Uzi in first-person view. Unlike in Call of Duty 4, the Mini Uzi in Modern Warfare 2 has its stock unfolded, though it is still held with only one hand.
As in MW1, the sights are not properly lined up, and the gun would shoot high in reality.
This image shows what the sights should look like (though the front post is still too high).
Inserting a new magazine.
Racking the bolt.
Akimbo Uzis.
Soap shoots his Mini Uzi while chasing an enemy zodiac.

Remastered version

The Mini Uzi fires from an open bolt in the remastered version, and appropriately has a non-reciprocating charging handle.

Picking up the Mini Uzi results in a new initial-chambering animation.
The IMI Mini Uzi in the remaster.
Aiming with aligned sight.
Tossing aside a spent magazine when reloading.
Charging the Mini Uzi.
The inspect animation is much the same as with the COD4 remaster. Roach's thumb position looks extremely uncomfortable.
Weilding two Mini Uzis.
Inspecting the dual Mini Uzis.

PP-2000

The PP-2000 appears in the game and is categorized as a Machine Pistol. Despite being a rare example of a modern Russian firearm in the original Modern Warfare trilogy, it is only ever used by Russian Paratroopers and Makarov's Ultranationalists as a backup sidearm, most notably in the injured "last stand" state. Interestingly, like the Glock 17, the enemies fire the weapon in semi-auto in last stand, and the enemies will usually discharge a few rounds when they are shot in last stand. The PP-2000 can be equipped with assorted sights, scopes and accessories, including a thermal sight exclusive to the level "The Only Easy Day ... Was Yesterday". It is an all around effective weapon in multiplayer due to its high rate of fire and low recoil, the weapon's only drawback is its 20 round magazine.

PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm Parabellum
The PP-2000 in the Create-a-Class menu.
Drawing the PP-2000, which involves disengaging the safety with the off hand, much like the HK91 in Call of Duty 4. Interestingly, however, the safety lever actually moves this time.
Holding the PP-2000.
Aiming down the small iron sights.
Inserting a new magazine.
Charging the weapon.
The player character fires a pair of PP-2000s.
Reloading the two PP-2000s.

Remastered version

In the remaster, the player character actually grasps the front grip of the PP-2000 rather than firing the weapon one-handed. When equipped, the safety is no longer flicked off either; the character simply charges the PP-2000.

A PP-2000 taken from a Ultranationalist paratrooper in "Wolverines!"
Sighting in the Ural truck.
Reloading the PP-2000.
Working the SMG's action.
Right side of the PP-2000.

TDI Vector

The Prototype TDI Vector, fitted with a Gen 1 stock and using KRISS 25+ round extended Glock magazines that hold 30 rounds in gameplay, appears as an SMG in MW2. In singleplayer, it is used by Russian Troops, Shadow Company, and occasionally by Task Force 141 and Brazilian Militiamen. It is highly incorrect for the Russian Ultranationalists (except Makarov's gun-smuggling terrorists) to use the TDI Vector as a Personal Defense Weapon, as it is a weapon of US origin. A more likely alternative would be the PP-2000 featured in the game or the SR2-Veresk.

It is generally fitted with a reflex sight, and it uses a suppressor in some levels. Its default finish is the two-tone black and tan finish like the real-life prototype; in "Just Like Old Times", Soap's Vector has a unique black finish, as well as equipping an ACOG and suppressor simultaneously.

As with some of the other in-game weapons, the iron sights have Infinity Ward trademarks on them.

Prototype TDI Vector - .45 ACP
TDI / KRISS USA Gen I Vector SMG - .45 ACP
The Vector in the Create-a-Class menu.
The draw animation of the Vector has the player character flipping the stock open.
Holding the Vector.
Aiming down the iron sights.
Loading new magazine.
Chambering the weapon.
Dual-wielding Vectors.

Remastered version

The Vector returns in much a largely unchanged appearance in Modern Warfare 2 Campaign Remastered. The trigger group and pistol grip now have the same finish as the rest of the upper receiver though. In some missions, the Vector's lower has a desert camo finish, which was not seen in the original campaign story.

Unfolding the remastered Vector's stock.
The basic Vector in idle.
ADS of the Vector.
Reloading the extended Glock magazine
Charging the SMG.
Inspecting the Vector results in a brass check.
Soap's black Vector in "Just Like Old Times".

Assault Rifles & Battle Rifles

AK Hybrid

A heavily customized AK hybrid appears in Modern Warfare 2 as the "AK-47". It has the milled receiver of an AK-47, but with the ribbed top cover, 90 degree gas block, and front sight block of an AK-74. Additionally, it weirdly has one single rivet at the bottom rear of the receiver; its position is somewhat similar to the bottom rivet of a Draco Pistol. It is fitted with an LHV47 (or its airsoft clone from King Arms) railed handguard, IO Inc SCOP0040 scope mount, T6 stock adapter, Vltor IMod Stock, and a Saiga 12 breaching muzzle brake. It feeds from Finnish AK polymer magazines. Overall, it appears the whole build has been based on some airsoft set like the G&P AK Tactical Conversion Kit which contains replicas of the listed above items.

In singleplayer, it is used by almost all enemy factions, including the Russian Military, Ultranationalists, and the Brazilian Militia. Most AK-47s are seen with arctic or desert camouflage, although some in the level "Loose Ends" have digital and woodland camouflage. It is the last weapon unlocked in multiplayer at level 70, and as such does not see much use as most players prefer to Prestige instead.

Its depiction is wildly inaccurate for the Russian Army and even Makarov's Ultranationalists; these groups would be more likely use the AK-74M or possibly some rifles of the AK-100 series. At the time of the game's making, the Russians weren't considering modernizing the old AKs let alone use aftermarket US made accessories, however, Kalashnikov Concern introduced the universal upgrade package for AKs in 2015 which interestingly almost coincides with the game's 2016 setting.

Photoshopped AKM fitted with Tapco Intrafuse and T6 furniture sets and a Vltor Modstock and Stock Adapter, to look like the weapon in Modern Warfare 2 - 7.62x39mm
AK-47 - 7.62x39mm
AK-74 - 5.45x39mm
Holding the custom AK.
Aiming down the iron sights.
Reloading the AK. Note that the top of the magazine is modeled as a solid block. The rifle appears to be manufactured by the Izhevsk Mechanical Plant as evidenced by the arrow inside triangle factory marking. The factory markings and serial number are in the proper place, however, instead of year of production it has has the letters "EP". While this kind of letter markings was used, though on the fire selector, the denomination of EP is fictional as E was used to denote East German AKs and P for Polish ones.
Pulling the charging handle...
...which appears to stick out of a non existent bolt when looking at the right side of the rifle. Note the redundant serial number stamped on a place it doesn't belong. Additionally, the fire selector is incorrectly set to semi-auto.
Captain John "Soap" MacTavish with his AK; the third-person model has the selector correctly set to full-auto. Note the Saiga 12 door breaching muzzle, and the AK-74/AK-101/AK-103 gas block and front sight block.

Remastered version

The remastered model resembles the previous one, but the AK-74 style gas block and front sight block have been replaced by those of an AKM. Additionally, the weapon now has Yugoslavian "U-R-J" selector markings on the right side and the original IO Inc SCOP0040 mount has been replaced with a BP-02 mount.

Pvt. Ramirez holds up Burger Town with his tacticool AK-47.
ADS of the AK.
Reloading the waffle magazine. Note the rather MW3 style BP-02 mount instead of the original MW2 IO Inc SCOP0040 mount.
Charging the rifle.
The AK's right side. The fire selector is still set to semi-auto, and now this applies to the third-person model as well.

Colt M4A1 Carbine

The M4A1 is one of the most common weapons in the game. The in-game model features an A.R.M.S. #50C-TR S.I.R. system, flip-up PRI front sight gas block, A.R.M.S. #40L rear back up iron sights and a triple loop ambi sling adapter receiver end plate. The rail covers, lower receiver, stock, and pistol grip are all in tan. A KAC foregrip is fitted in first-person only, for some reason. The serrations on the back of the pistol grip confirms it to be an A2 but it is depicted without a finger groove and bottom toe.

In singleplayer, it is the first weapon provided to the player. It is primarily used by the U.S. Army Rangers and Task Force 141, including Soap. During "No Russian", Vladimir Makarov and his terrorist group are also armed with the M4A1. The M4A1 is commonly equipped with the M203 grenade launcher, often alongside other attachments. A suppressed M4A1 is available in the level "Museum".

The rifles in-game are apparently Colt-manufactured, with Colt's "prancing pony" logo stamped on the left side of the lower receiver on the in-game model. Curiously, the M4A1 held by Soap in one of the promotional images has a Bushmaster stamp on it.

The rifle is modeled after the Tokyo Marui M4 S-System airsoft rifle and the STANAG magazines found in the webbing of some characters are actually modeled after airsoft magazines as evidenced by the circular opening at the top of the magazine.

Airsoft Tokyo Marui M4A1 S-System
Colt M4A1 - 5.56x45mm NATO
An A.R.M.S. #50C-TR S.I.R.
A U.S. Navy SEAL drawing the M4A1 by dramatically racking the charging handle.
The SEAL holds the M4A1. Note the forward assist which was previously absent in the previous game's AR platform rifle(s).
The iron sights. When any alternate sights are mounted, these sights are flipped down in first-person; they're always flipped up in third person.
Reloading the M4A1. The magazines seem to be taped in order to increase friction and make gripping easier.
Pressing the bolt release. Note that the fire selector is set to semi-auto while the weapon actually fires in full auto, a common modeling mistake.
View of the right side of the M4A1, showing off that the right side a low detail mirror of the left, that also curiously has a forward assist, much like the M416 and "M16A2" in Battlefield: Bad Company.
Lt. Simon "Ghost" Riley with his M4A1 during "The Only Easy Day... Was Yesterday". Note that the right side of the weapon is a mirror of the left side, meaning that the M4A1 lacks many key components, such as the ejection port, forward assist, brass deflector and magazine release button. The same goes for the M16A4.
A wireframe-eque rendering of the M4/M203 combo in the intro cutscene of "Team Player".

Remastered version

The remastered M4A1 has the fire select actually on full-auto, the pistol grip is now a properly modelled A2, the castle nut is now tan and the receiver end plate is now standard and the right side of the rifle is no longer a low resolution mirror of the left, but is properly textured. Some M4A1s issued and used in levels feature the laser-designating function sport AN/PEQ-2 IR designators from Modern Warfare Remastered. The empty reload also shows the operator smacking the bolt release tab rather than thumbing it as with the original game.

The STANAG magazines found in the webbing of some characters are once again modeled after airsoft magazines.

Retrieving the M4A1 of the table in the opening training segment. For some reason the KAC vertical grip is attached to an additional piece of picatinny rails which is on top of the already existing one.
The M4A1 on the training range.
Following Sgt. Foley's wisdom, Allen aims down his sights on a target.
Loading the M4 with a thirty-round STANAG.
Clapping the bolt release in a manner similar to the SCAR-H.
Getting a full view of the M4A1. The lower receiver lacks an auto-sear pin.

Colt M16A4

The M16A4 appears in the game as a burst-firing assault rifle. In singleplayer, it is seen in the hands of the U.S. Army Rangers and Task Force 141. Like the M4A1, many of these have M203 grenade launchers. It is equipped with a handguard resembling the IMI Defense MRS-M rail (the vents are altered in a slightly different arrangement).

Just like in Call of Duty 4: Modern Warfare, when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action.

M16A4 Modular Weapon System - 5.56x45mm NATO
The M16A4 in the create-a-class menu.
A U.S. Army Ranger holds a M16A4 that much like the M4A1 also features a visible forward assist on the right side of a "left side" mirror the previous game's "M16A4" lacked. Note the rail covers and the Picatinny rail inside the carrying handle; said rail is never used, as the handle is always removed and replaced with a long piece of rail when other sights are mounted. The rear sight on the handle itself is enlarged to clear said rail.
Aiming down the iron sights.
Reloading the M16A4. Not only the fire selector is incorrectly set to semi-auto, but also it has Safe/Semi/Auto markings (like an M16A3) rather than the appropriate Safe/Semi/Burst.
Pressing the bolt release, while watching the tiny stub of a sling attached to the front sling swivel flop around uselessly as the rifle moves.
The rifle's right side is rather worryingly absent in first-person.
A US Army Ranger fires his M16A4 fitted with ACOG. Note that the front sight is removed, and that the right side is just a mirror of the left.

Remastered version

The remastered M16A4 reuses the same reload animations from the Call of Duty 4: Modern Warfare version instead of sharing animations with the M4A1, as is the case in the original MW2. It has proper Safe/Semi/Burst selector markings, but the barrel still incorrectly has an M203 groove ahead of the front sight, like in Call of Duty: Modern Warfare Remastered. Like the M4A1 in the remaster, the right side of the rifle is no longer a low resolution mirror of the left but properly modeled. The front sight also disappears completely when optics are attached, as in the original game.

Drawing a M16A4/M203 combo; the user racks the weapon's charging handle much like the M4A1 listed above.
Holding the M16A4.
Aiming down the iron sights. The rear aperture is ridiculously tall, defeating the purpose of the carry handle's wings, which are meant to protect the aperture from damage.
Loading a new magazine.
Giving the bolt release a press.
Looking at the right side of the M16 with an M203. Due to the right sight being properly modeled, the rifle now gets a proper forward assist, brass deflector, ejection port and magazine release button.

FAMAS F1

The FAMAS F1 fitted with top rail is seen in the game. It only fires in 3-round bursts, and incorrectly holds 30 rounds in a 25-round FAMAS magazine. In singleplayer, it is mostly used by the Russian military and Russian Ultranationalists. Some FAMASes with a unique "White Tape Camo" can occasionally be found in singleplayer. It has an unusable PEQ-15 laser module mounted on the left side.

FAMAS F1 - 5.56x45mm NATO
Holding the FAMAS with its default Troy Battle Sights iron sights. Note that the Troy Battle Sights are mounted backwards.
Aiming down through the sights, mounted on top of rails mounted on top of the carrying handle.
Reloading the FAMAS; note the trigger discipline.
Charging the weapon.
Roach holds a FAMAS F1 with the white tape camo during "The Gulag", which is apparently used as improvised arctic camouflage.
A Russian Ultranationalist holds a FAMAS with White Tape Camo.

Remastered version

The FAMAS F1 gains a new draw animation where Roach chambers the rifle with his right hand. Note the black PEQ-15
Holding the taped FAMAS. Being taped up is rather appropriate for a rifle which hasn't had so much as a spare part produced for over 20 years.
Aiming with the still backwards Troy sights.
Loading a fresh magazine. Ironically, the remaster lacks trigger discipline on this weapon, even though the original game did have it.
Pulling the charging handle.
The FAMAS's right side.

FN F2000 Tactical

The FN F2000 Tactical appears in singleplayer and multiplayer. In singleplayer, the F2000 is used by the Ultranationalists (another questionable choice, being Belgian in origin), commonly with thermal sights. The F2000 can incorrectly mount the M203 grenade launcher instead of the FN GL-1.

Despite being an assault rifle, it behaves more like an SMG: it has a very high rate of fire (chewing through its 30 round magazine in less than three seconds), substantial recoil, and very low damage without Stopping Power. Its unpredictable recoil and low damage makes it weak at medium to long ranges, but its rate of fire allows it to excel in close quarters.

Its Create-A Class image shows the removable forearm pushed back where the trigger guard would be.

FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO
Holding the F2000 Tactical.
Aiming down the iron sights. These are folded down once other sights are attached.
Reloading the F2000 Tactical. Note how the FN logo is rotated 90 degrees.
During an empty reload, the player character hits the takedown button after replacing the magazine, which apparently chambers a round instead of causing the rifle to come apart; the F2000's charging handle must be pulled to chamber a fresh round since the weapon does not have a bolt release.

Remastered version

The charging handle is correctly used during empty reloads in the remastered version.

The remastered F2000 Tactical.
Using the iron sights.
Removing a STANAG mag.
Loading in a new one. Compared to the magazine, Allen's hands appear freakishly large.
The F2000's right side.

FN F2000

The F2000 Tactical has a unique Red Dot Sight attachment model based on the 1.6x scope of the original FN F2000, but it differs from the real F2000 scope in that it is mounted on top of the F2000 Tactical's raised Picatinny rails, and leaves the rails exposed on the sides; the original F2000 had a lower, shorter rail for mounting the scope that is completely hidden by the scope shroud. As such, the resultant in-game model of the F2000 Tactical with the pseudo-F2000-scope is a shoddy approximation of the original scoped F2000, and has many differences in detail.

As mentioned, the pseudo-F2000-scope is also incorrectly portrayed as a red dot sight rather than a conventional scope. Strangely, the EMP has no effect on the sight (for extra trivia, the EMP does disable ACOGs, but this is incorrect because the ACOG scope doesn't uses any batteries and should still function despite an EMP).

The original F2000 is also the weapon shown on the F2000's kill icon.

FN F2000 - 5.56x45mm NATO
The F2000 in multiplayer.
Aiming through the F2000's scope.

Remastered version

The remastered original F2000 scope is modeled properly, and uses the correct reticle instead of a red dot.

The classic style F2000 taken from a FSB officer on the airport tarmac.
Aiming with the correct style of scope reticle.
Reloading.
Charging the F2000.

FN FAL

The FN FAL appears in the game, equipped with a receiver mounted A.R.M.S #18 M21/14. It has the ribbed metal handguard from StG 58, a ramp rear sight from FAL, and the charging handle and 30-round magazines from DSArms SA58 FAL rifles. The stock is a hybrid between the standard stock and the humped stock. The weapon is locked to semi-auto. Its charging handle is incorrectly animated to reciprocate when firing.

In singleplayer, it is commonly used by the Brazilian Militia, and sometimes by the Middle Eastern OpFor and the Russian military. It is usually equipped with either a KAC Masterkey or an ACOG scope in singleplayer. In Multiplayer, the 30-round magazines hold only 20 rounds by default, and only go up to 30 with the Extended Mags attachment.

FN FAL - 7.62x51mm NATO.
FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the handguard and sights.
DSArms SA58 OSW Carbine - 7.62x51mm NATO. Image used to show the charging handle and 30-round magazine.
The FAL in first person.
Aiming down the iron sights.
The "speed reload" technique is utilized when reloading, where the player character presses the magazine release paddle with a fresh magazine and chops away the old magazine. Note that there are still rounds in the old magazine.
After loading in a new magazine, the player character racks the charging handle with his pinky for extra style.
Spinning left reveals the right side to be completely flat, with a shadow of the scope mount textured over where the ejection port should be. The right side magwell is also missing.

Remastered version

The FAL returns largely unchanged in Modern Warfare 2 Campaign Remastered although it only holds 20 shots in the 30-round magazines, as in the original game's multiplayer. The charging handle also no longer reciprocates when firing.

Roach wields a FAL in the favela.
Aiming the rifle.
Inserting the fresh magazine - the spent one can be seen falling out.
Charging the FAL.
Inspecting the FAL's magazine shows it only ever loaded with three rounds.
Roach then turns the rifle over and checks the chamber.

FN SCAR-H CQC

The SCAR-H appears in Modern Warfare 2 as a high-damage, low rate of fire assault rifle. The in-game model is an older 2nd generation model, with the straight cheek rest on the stock. The reciever and sights have Infinity Ward markings (much like the Vecotor and a few other weapons). Its rear sight is chopped down and is mounted backwards. In multiplayer, it correctly holds 20 rounds per magazine, while in singleplayer it holds 30; it can be assumed that, similar to the FN FAL, all SCAR-H's in singleplayer are equipped with the "Extended Magazines" attachment. Its light beige coloration suggests it might have been referenced from some airsoft example such as the ones made by Cybergun or VFC.

In singleplayer, it is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. A unique variant with a vertical foregrip can be found in the singleplayer level "S.S.D.D." and the Spec Ops mission "The Pit". In multiplayer, its kill icon in the killfeed is also shown with a vertical foregrip, despite said attachment being unavailable for the SCAR in multiplayer.

Second Generation FN SCAR-H STD - 7.62x51mm NATO
Third Generation FN SCAR-H CQC - 7.62x51mm NATO
The draw animation of the SCAR-H, which involves a sideways pull of the bolt handle.
Holding the SCAR-H. Note the backwards mounted rear sight.
Aiming the SCAR-H at some faux Saddam Hussein statue.
Reloading the SCAR-H. Note the gray colored magazine.
Hitting the bolt release as a part of the empty reload. Of note is that the bolt is already forwards before the reload even starts; the SCAR's bolt is designed to lock back in real life upon firing the last round, which doesn't happen in-game.
Drawing a SCAR-H equipped with a Heartbeat Sensor.
With the Heartbeat Sensor attached, the bolt release is covered by the RIS rail, so the player character presses the mag release instead to chamber the weapon, pretending that nobody would notice.
The foregrip-equipped SCAR in "The Pit". Note the fire selector erroneously set to semi-auto.
Shadow Company commando armed with an FN SCAR-H, fitted with an ACOG sight. Note the forward folding front sight.
A SCAR-H CQC with thermal sight at the Shadow Company hideout. Note the straight cheek rest of the 2nd generation model.
A wall of scans showing off the US Army's indomitable arsenal of pump shotguns slung under SCAR-Hs.

Remastered version

The SCAR-H is now modeled after the third generation production model. The 30-round capacity from the original singleplayer has been decreased to the more common 20-rounder in Modern Warfare 2 Campaign Remastered. Additionally, the bolt correctly locks to the rear when a magazine is emptied, and the fire selector is correctly set to full-auto. The rear sight is no longer backwards, but it is mounted much further forwards in order to retain the same placement for the rear post.

There is a small bug with the SCAR-H fitted with the KAC Masterkey attachment: when the shotgun is emptied and is about to be reloaded, the SCAR-H's bolt briefly locks back then instantly returns forward.

The foregrip-equipped FN SCAR-H inside the Pit.
Aiming the SCAR.
Reloading; note the fully locked back bolt and different style of rear sling mount compared to the original 2nd gen model. Pvt. Allen apparently forgot about the concept of trigger discipline between the original game and the remastered.
Palming the bolt release.
Inspecting a completely empty SCAR-H reveals the magazine is always modeled with cartridges in it regardless.

IMI Tavor TAR-21

The IMI Tavor TAR-21 appears in both singleplayer and multiplayer. In singleplayer, the TAR-21 is used by Russian soldiers and Task Force 141, almost always used with kind of optical sight or scope. Its kill icon always shows it with a Holographic Sight (an EOTech holographic sight).

IMI Tavor TAR-21 - 5.56x45mm NATO
Drawing the TAR-21 involves giving the charging handle a quick pull. Note character's palm is facing upwards, different from the empty reload.
Holding the TAR-21.
Aiming down the iron sights.
Reloading the Tavor.
Pulling the bolt to chamber the weapon.
The TAR-21 equipped with a MARS sight; in multiplayer, the Red Dot Sight is replaced by the MARS sight, while in singleplayer, TAR-21s with MARS sights appear alongside TAR-21s with standard red dot sights.
The in-game worldmodel of a Tavor with an M203, which looks as if the M203 is more or less superglued to the Tavor. In reality, only the GTAR-21 variant of the TAR-21 can accept the M203.

Remastered version

A MARS-sighted TAR-21 inside the Burger Town kitchen.
Looking through the MARS sight.
Reloading.
Charging the TAR, this is the same animation when equipping it.

Mk 14 Mod 1 EBR

The Mk 14 Mod 1 EBR appears in the game, almost always with a scope attached. In singleplayer, it appears as the standard weapon for Task Force 141 snipers, and is referred to as the "M14 EBR", the US Army designation. This seems to be the weapon of choice for Captain MacTavish.

It is the last sniper rifle to be unlocked in multiplayer, where it is listed incorrectly as an "M21 EBR", likely to remind players of the actual M21 in Modern Warfare.

An unscoped Mk 14 Mod 1 EBR can be found in the Spec-Ops mission "Breach & Clear", though it still has the exact same zoom level as when equipped with an ACOG. It is the only time the player gets to use it with iron sights.

Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, vertical foregrip, and bipod - 7.62x51mm NATO
The Mk 14 EBR in first-person view.
Reloading the Mk 14 EBR.
Charging the weapon.
The iron-sighted EBR in "Breach & Clear".
Aiming down the sights.
Soap with the Mk 14 EBR with a suppressor on his back.
Soap with the Mk 14 EBR. Note the Magpul CTR stock.

Remastered version

In the remastered version, the bolt now locks back at the start of an empty reload.

Captain MacTavish hands Roach the EBR at the end of "The Only Easy Day.. Was Yesterday". The magazine is mispositioned in this sequence.
Roach draws the rifle at the start of "The Gulag". Note the animation is virtually the same as the dry reload, minus the bolt position starting all the way forward. The bolt also does not rotate as it does in reality, even though the previous remaster got this detail correct.
Holding the rife while Soap fires on Russian soldiers below.
Examining the rifle.
Aiming.
Inserting a new magazine. Note that, much like the SVD's reload, the player character will toss the mag away regardless of if it still has bullets in it. Also, the magazine seems to be modeled almost empty much like other weapons.
Releasing the bolt while getting buzzed by an F-15 Eagle.
TF-141 snipers Archer and Toad with M14 EBR rifles in the mission "Loose Ends".

Magpul Masada

The Magpul Masada appears in the game under the name "ACR", actually the name of its successors manufactured by Bushmaster and Remington. It is a Gen 2 Masada, characterized by its forward-mounted and ambidextrous charging handle. The handle itself is the early version which was seen at the 2007 SHOT Show and can be found on A&K airsoft versions. The front sight is loosely based on the Masada's front sight, while the rear sight appears to be loosely based on the Magpul MBUS. The rifle also has a Masada handguard with rails attached on the sides and a 10.5" barrel, and uses 30-round Magpul PMags.

In singleplayer, the Masada is commonly used by Task Force 141 and Shadow Company. It first appears in "Cliffhanger", where it is equipped with a suppressor, reflex sight (with more zoom than a normal reflex sight), heartbeat monitor, and a unique arctic camouflage not found on any other weapon and not available in multiplayer. Masadas with M203 grenade launchers can be found in "Takedown" and "Loose Ends", the former having an ACOG scope, and the latter having a holographic sight (which has the zoom level of an ACOG, for some reason). A Masada with the same attachments as the one in "Cliffhanger" but with a unique matte black finish is found in "Just Like Old Times". It has very low recoil even in full automatic, making it a versatile all-range weapon.

Airsoft Gen 2 Magpul Masada - (fake) 5.56x45mm NATO
Drawing the "ACR". Note how the handguard pin sticks out as if the handguard is being disassembled.
Holding the Masada.
Aiming down the iron sights.
Reloading the rifle with a Magpul PMAG. Note the incorrect HK-style fire selector markings placed on the wrong side of the switch. The selector is also set to the safety position of a real Masada.
Chambering the Masada by pulling on the charging handle with the right hand; it would be more efficient to simply press the bolt catch release button that is right next to the trigger housing, or at least simply cock it from the left side without having to switch hands, due to the ambidextrous charging handle.
The unique snow camo Masada used by Roach in the mission "Cliffhanger". For some reason it also gets a unique ammo pool which maxes out at 840 instead of 630, despite it being impossible to get more ammo for it in this mission.
The unique matte black Masada. Prior to the "primary gunfighter" perk of Black Ops 2, it was impossible to create such a weapon in any of the games' multiplayer, and weapons with three attachments were almost always restricted to being starting weapons in the campaign. Some of these campaign-only weapon configurations also have special boosts: these black Masadas in "Just Like Old Times", for example, have a maximum ammo count of 1,260 instead of 630.
Ghost threatens to kill a shed with his Masada unless the Russians allow Price to cause an absolutely baffling plot twist.

Remington ACR (remastered version)

The prototype Masada from the original has been replaced with a proper Remington ACR in the remaster. It retains the same pseudo-Masada front sight and pseudo-Magpul rear MBUS complete with the inappropriately sticking out handguard pin, though this time around it has a right side mounted non-ambidextrous charging handle which is modeled after the production version of the ACR handle. A modelling goof leaves the magazines sticking much further out of the magwell than they should.

Remington ACR with 16.5" barrel, Magpul PMAG, 5-sided handguard, and suppressor - 5.56x45mm NATO
Equipping the ACR in the remaster results in a dramatic chambering of the rifle.
The vanilla ACR inside the museum.
Using the ACR's sights.
Reloading. Note how it appears as though there's only two bullets loaded in the magazine.
Strong-arming the charging handle.
Inspecting reveals the severely mispositioned magazine; for reference, the light strip near the center of the image is the magazine catch, which is supposed to interface with the magazine's locking notch (the small rectangle near the top of the magazine).
A Shadow Company soldier with an ACR.
Reloading. Note that when reloading for most weapons NPCs will actually physically remove magazines, pull new ones out and hit bolt releases or charge the weapons. This is something which had existed in the original but was not this detailed. Also note the wide field of view distorting the image and elongating the front of the rifle to look almost 20 inches.

Steyr AUG A2

In the single-player campaign, the "AUG HBAR" takes the appearance of a Steyr AUG A2, mostly evidenced by the 20" barrel, whereas in multiplayer it is actually modeled after an AUG HBAR-T. It has a 30-round magazine and is equipped with either a rail-mounted version of the Swarovski AUG A1 scope or a Red Dot Sight. It is used mainly by Russian Ultranationalists. In real life, the Steyr AUG (A1) was used by VDV and by FSB Spetsnaz units (now out of service).

In multiplayer, the AUG A2 appears as the kill icon for the AUG HBAR, implying that like the L85, it was supposed to appear in multiplayer as an assault rifle before being reworked into the AUG HBAR as an LMG in multiplayer.

Steyr AUG Special Receiver - 5.56x45mm NATO
The AUG A2 with the A1 scope, which is rather impractically high. This rail-mounted Swarovski scope also does not exist in reality; real AUG A1 scopes are integrated into the receiver.
View down the typical Modern Warfare series scope reticle.
The AUG with a red dot mounted. Although not visible unless aiming, the front sight from the multiplayer version is also present.
Reloading the AUG A2.
A Russian Ultranationalist shoving his AUG's scope into his goggles.
On the plus side, he does understand how to use the foregrip; Captain Price, on the other hand, is still figuring things out.

Remastered version

The AUG A2 still appears under the "AUG HBAR" moniker in Modern Warfare 2 Campaign Remastered. The remastered AUG is a hybrid, with most of the features of an A2, but the bolt release of an A3; this hybridization can be increased further with the addition of the A1's Swarovski scope, which is now correctly depicted as an integral part of the receiver instead of a rail-mounted attachment. It also has a winter camo finish in the snow missions, unlike the original game.

As there is no multiplayer for the remaster, the actual LMG variant cannot be found.

Steyr AUG A1 - 5.56x45mm NATO
Steyr AUG A3 - 5.56x45mm NATO
The AUG with its classic scope on "Loose Ends". The unused back-up iron sights on top of the Swarovski scope are centered, but are actually supposed be offset to the right side.
Aiming also reveals the correct reticle.
Reloading the Steyr.
Working the charging handle.
Inspecting a reflex sight-equipped AUG A2. Note the incredibly narrowly-spaced rail segments attached to the rifle, as well as the inexplicable A3 bolt release.

Sniper Rifles

Cheyenne Tactical M200 Intervention

In what might be the most infamous depiction of a somewhat obscure sniper rifle in any media ever, the Cheyenne Tactical M200 Intervention appears in Modern Warfare 2 as a usable sniper rifle. The rifle, known as simply "Intervention" in-game, is the only usable bolt-action sniper rifle in the game. It has an unusable AN/PEQ-2 laser unit mounted on the Picatinny rail just forward of the scope, which disappears when an ACOG Scope is used.

In singleplayer, it is used by US Army Rangers on several occasions, and is Soap and Captain Price's primary weapon in "Just Like Old Times", the second to final mission. The intro of that mission describes the CheyTac as an anti-materiel rifle; while the real weapon is effective in that role against some types of armor, it is mainly used as an anti-personnel system. In multiplayer, while its magazine size is a mere 5 rounds, the Intervention deals incredibly high damage, making it a deadly sight in multiplayer.

The depiction of the Intervention within Modern Warfare 2 propelled the weapon into relative infamy; while the weapon itself was never deemed as "overpowered", a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of Call of Duty generally being enjoyed by loud, skill-lacking, faux-MLG "tryhards") has made the Intervention a staple of "montage parodies", along with the infamous acts of "no-scoping" and "quick-scoping". The popularity of the weapon has allowed the Intervention to return in four other games in the franchise: Call of Duty Online (as the "CheyTacM200"), Call of Duty: Infinite Warfare (as the "TF-141"), Call of Duty: Modern Warfare Remastered (as the "S-Tac Aggressor") and in the rebooted Call of Duty: Modern Warfare II (as the "FJX Imperium"), along with a paid bundle that allows the player to replace the new firing sound with the one from the original.

CheyTac M200 - .408 CheyTac
The Intervention in first-person view. For whatever reason, the player character always seems to rest his off-hand around where the magazine is, rather than the handguard. The non-shooting hand being so close to the shooting hand would make it hard to keep the rifle steady in reality.
Pulling the bolt.
Replacing the magazine.
The flat right side of the M200. Note that the PEQ box lacks a right side as well.
Captain Price holds his suppressed Intervention in "Just Like Old Times".

Remastered version

The MW2R CheyTac M200 seems to be a more detailed version from Call of Duty: Infinite Warfare, and has similar initial draw/inspect animations.

Ramirez holds the Intervention. Note how it is held in a far more conventional manner now, with the left hand on the handguard, like MWR's "S-Tac Aggressor".
Ramirez aims down the scope of the sniper rifle, and sees an old friend: "scope_overlay_m40a3".
Operating the bolt of the Intervention. Hitmarker memes sold separately.
"Ramirez, reload your weapon!"
Inspecting the CheyTac results in a cool brass-check, similar to the M40A3 in the previous remaster.

Barrett M82A1

The Barrett M82A1 appears as "Barrett .50cal" in the game. It has a shortened barrel, though it is not as short as the M82CQ. It has a Mr. Yuk sticker on the scope cover. The weapon is incorrectly depicted with ejection port openings on both sides of the receiver.

In singleplayer, during the level "Of Their Own Accord", an emplaced M82A1 with variable-zoom thermal sight is used by Russian snipers covering the Mall (the stretch from the Lincoln Memorial to the Washington Monument to the Capital) and is temporarily commandeered by Ramirez and his squad to take out enemy soldiers firing on evac helicopters with Javelins.

In multiplayer, it is the default sniper rifle. Oddly, it has worse overall stats than the "M21 EBR" or the WA2000. Amusingly, the weapon can be fired nearly as quickly as the trigger can be tapped, with surprisingly little recoil for dumping 10 .50 BMG rounds in under a second.

Barrett M82A1 - .50 BMG
The Create-A-Class icon of the Barrett shows a good view of the shortened barrel.
Holding the M82.
Reloading the M82A1. Note odd safety switch on the magazine well, because you can never have too many safeties.
Pulling the charging handle.
View of the Barrett's other side (finally, some complete modeling).
The mounted Barrett in "Of Their Own Accord". Even though it is equipped with a standard scope, it has a thermal sight. This particular Barrett is also equipped with proprietary levitation technology, allowing it to hover above the ground while being attached to a ledge.

Remastered version

Roach picks up an M82A1, and chambers the weapon.
Roach holds the M82A1. Mr. Yuk is still there on the scope cover.
Aiming down the scope.
Reloading; Roach throws away the old magazine like it's a piece of trash. Note that the extra safety switch is no longer present.
Inserting a fresh magazine. Although not pictured, the firing animation of the M82A1 shows the barrel correctly reciprocating rearwards.
Ramirez mans the emplaced M82A1 in "Of Their Own Accord". This time it has an actual thermal scope fitted, as well.

Walther WA 2000

The rare Walther WA 2000 is found in the game. In singleplayer, it is used by Russian snipers in "Loose Ends" and by Shadow Company troops in the level "Enemy of My Enemy", highly inaccurate for both given the WA2000's limited production run and exuberant price tag. While it holds only 6 rounds, it is very accurate and has low recoil. The version used in singleplayer holds an incorrect 10 rounds, and it has restricted rate of fire.

Walther WA 2000 - .300 Winchester Magnum
The draw animation involves flipping open the scope cover. Note the Mr. Yuk sticker on the scope cover, just like the Barrett.
Holding the WA 2000. Note the rather large piece of rail the scope is mounted on.
Reloading the WA 2000.
Pulling the charging handle.
A Inner Circle sniper with a WA 2000 sniper rifle, as seen in the Museum bonus level.

Remastered version

The remaster features an even more detailed WA 2000, found in same singeplayer missions. It still holds 10 rounds in the magazine.

Equipping the Walther - in addition to opening up Mr. Yuk, the rifle is also charged.
Taking in the scenery around Makarov's safehouse with the WA 2000.
Aiming through the scope, the same one shared with the M82A1.
Removing the magazine on the reload.
Inserting a new one.
Charging the Walther.
Soap inspects his WA 2000 during the boneyard escape. As with the original game, this sequence raises the Field-of-View and shows a bit more of weapon viewmodels.
An Inner Circle sniper with a WA2000 during the mission "Loose Ends".

SVD Dragunov

The SVD Dragunov is only featured in the singleplayer campaign and Spec Ops, used by Russian Ultranationalists and Brazilian Militiamen. It can be found with winter camouflages in the snow levels and woodland camo in "Loose Ends" and "The Enemy of My Enemy".

A poster of a SVD Dragunov is seen in the Multiplayer map "Salvage" in a small house, along with posters of Makarov PM and AKM.

SVD Dragunov - 7.62x54mm R
Roach with an acquired SVD. Note the dangling scope cover, not present on the COD4 model.
Reloading. Tossing away a magazine. Note that the flash hider is modeled as a solid tube.
Reloading an SVD with arctic camouflage finish. The fire selector is incorrectly set to safe.
Charging the SVD. As with all iterations in the series (prior to 2019's Modern Warfare), the bolt never locks back on empty like it should.
A Brazilian militiaman with an SVD takes careful aim using his right nostril.

Remastered version

The model from the Call of Duty 4 remaster returns with a correct PSO-1 scope reticle. However, the bolt hold-open functionality is still absent.

The Dragunov on the oil platform.
Aiming with the PSO-1 scope.
Reloading. Note the selector correctly set to the fire position.
Rechambering the winterized variant.

Machine Guns

FN M240B

The M240B machine gun is found in both singleplayer and multiplayer. In singleplayer, it is used by the US Army Rangers, Task Force 141, Shadow Company, and Makarov's terrorists. It is often seen equipped with a heartbeat sensor. In Special Ops, the enemy Juggernauts wield the M240 machine gun. The M240 also can be seen (unusable) mounted on the M1 Abrams tank.

The M240 is depicted with a bottom-mounted 100-round belt box; this is impossible in reality, for several reasons. For one, the M240 does not have an attachment point for an ammo box to attach to on its underside; the M240 is typically issued with belt boxes that are fully separate from the gun, while the US Army issues a soft M240 belt bag that is attached to the side of M240. Secondly, such an attachment point would block the M240's casing ejection port, located on the bottom where the in-game belt box is attached. The in-game belt box itself is an M249 belt box with grooves resembling a PKM belt box.

The M240 deals the lowest damage out of all the machine guns (despite being chambered for the largest round), but compensates it for having the highest rate of fire in its class. It suffers from substantial recoil, restricting it to short and medium range.

FN M240B with newer style lower handguard - 7.62x51mm NATO
Holding the M240. Apparently somebody at Infinity Ward thought it would be a good idea to give the M240 the illegitimate offspring of the M249 and PKM as an ammo box.
Aiming down the iron sights.
Racking the charging handle at the start of the reload.
Replacing the belt.
Shutting the feed tray cover.
Inner Circle terrorist Lev with the M240B in the Museum.

Remastered version

The reload animation has been changed to show the charging handle being worked at both the start and end of reloads, and it still uses an incorrect M249-like belt box.

Allen with his M240B on the airport tarmac.
Aiming the machine gun.
Running the charging handle.
Reloading the 240.
A US Army Ranger with a M240B. Note the lack of front sights, which happens when there is any optics equipped on it.

Heckler & Koch MG4

The Heckler & Koch MG4 is used by the Russian Military and the Shadow Company in singleplayer. In multiplayer, the MG4 is unlocked at level 16. It possesses a moderately high rate of fire and sub-par damage (which can be buffed with Stopping Power), but is accurate and has low recoil.

Heckler & Koch MG4 - 5.56x45mm NATO
Holding the MG4.
Aiming down sights.
Pulling the charging handle at the start of the reload; despite the hand animation and the accompanying audio, the charging handle isn't animated and does not move at all from its folded position.
Placing down a new belt box.
Shutting the feed tray cover.
An MG4 sitting on a crate at the Shadow Company base. Note that the pickup icon depicts it with a carrying handle/scope combo (like the one in this image), despite it very obviously lacking this attachment in-game.

Remastered version

In the remaster, the charging handle is unfolded the whole time, and is properly animated when reloading.

The MG4 found in the scaffolding area from "The Only Easy Day... Was Yesterday".
Aiming the LMG.
Using the now animated charging handle.
Placing the new cartridge belt.
Smacking the top cover closed.
Right side of the H&K MG4.

L86A1 LSW

The L86A1 Light Support Weapon appears as the "L86 LSW", identified as the A1 by its round charging handle. The weapon is modified with a long L85 handguard, a barrel mounted carrying handle from the M240, and small Picatinny rails on each side of the receiver. The dovetail mount at the top of the receiver is replaced with a strip of Picatinny rails. The weapon uses a Chinese MDG3 120 round drum mag that holds only 100 rounds in gameplay.

It appears only once throughout the single-player campaign, during the defense of the safehouse in the level "Loose Ends". It also appears in the Special Ops mission "Estate Takedown". In multiplayer, it holds the distinction of being the weapon with the highest DPS (damage per second) with Stopping Power in the game. This is offset by obstructive iron sights and high recoil unless a grip is attached.

The killfeed icon of the weapon shows an L85 with a SUSAT, likely indicating that the L86 LSW was supposed to be a L85 at one point in development.

L86A1 Light Support Weapon - 5.56x45mm
L85A1 with SUSAT scope - 5.56x45mm NATO
Holding the L86 LSW. The bullpup layout with the large drum would mean the shooter would have to "chicken-wing" his arm in order to comfortably hold the weapon.
The default iron sights of the L86 LSW, which are fictional and for the most part would be very ineffective in real life.
The L86 with the SUSAT scope; the ACOG attachment is replaced with the British SUSAT scope when used on the LSW.
Aiming through the SUSAT.
Reloading the L86 LSW. The drum's feed chute is far too short to possibly fit in the gun's magazine well and feed reliably.
Charging the weapon by pulling on the charging handle; likely for balancing reasons, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.

Remastered version

In Call of Duty: Modern Warfare 2 Campaign Remastered, the charging handle is appropriately used exclusively when reloading an empty magazine.

Holding the L86 LSW.
Aiming down its default iron sights.
Holding an L86 equipped with a SUSAT scope.
Aiming down the SUSAT.
Reloading the drum magazine.
Using the charging handle.
Inspecting the L86 shows the user pulling out the drum and inspecting it. Despite the increased detail, the feed chute is still much too short to feed or even lock into the weapon.

RPD

The RPD appears in singleplayer and multiplayer. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, and some Russian troops; the latter is incorrect, as while the RPD is Russian in origin, it was phased out during the 1960s in favor of the PKM.

RPD - 7.62x39mm
Holding the RPD. Note the same IO Inc SCOP0040 scope mount used with the AK-47, which in this case appears to be chopped in half to accommodate the reloading procedure which involves the opening of the top cover, meaning that the two parts are effectively disconnected.
Aiming down the misaligned sights; the front sight is positioned too high.
This is approximately how he sights are supposed to be aligned; such a view can be achieved in-game by looking downwards.
Racking the charging handle at the start of the reload.
Reloading the RPD, completely disconnecting the scope mount in the process.
A look at the world model of the RPD equipped with the "grip" attachment, which gives it a wooden foregrip similar to that of the Romanian AIM.

Remastered version

The RPD now features a side-swinging scope mount (based on airsoft versions of KV-04S combined with Zenit mounts used for the PKP Pecheneg) that is moved out of the way when reloading. Like in Modern Warfare Remastered, the charging handle is correctly pulled after replacing the belt.

Roach holds an RPD machine gun.
Aiming shows the sights are still poorly aligned; the charging handle is also perpetually unfolded.
Unlatching the scope mount. The unspent belt rather sneakily drops back into the belt drum during this sequence.
Attaching a new drum of ammo. Note the very rusty and dusty surfaces around the action and drum.
Placing the new belt.
Working the RPD's action.
Inspecting the machine gun.

Steyr AUG HBAR-T

In multiplayer, the "AUG HBAR" LMG takes the form of a correct Steyr AUG HBAR (Heavy Barrel), in contrast to the singleplayer, where it appears as an AUG A2. It is specifically modeled after the HBAR-T variant used in the designated marksman rifle role, as it has a RIS rail. It is equipped with an unusable bipod, a barrel mounted carrying handle from the M240, a 42-round magazine, and a 24.4" barrel. The weapon strangely lacks the standard AUG foregrip by default, though equipping the Foregrip attachment reattaches it.

The weapon is unlocked at level 32. True to its nature, the AUG HBAR functions more like an assault rifle than an LMG: it has the fastest reload, has good accuracy and high damage, but suffers from recoil at long distances unless a Grip is used and the weapon is burst fired.

Steyr AUG HBAR-T - 5.56x45mm NATO
The AUG HBAR-T in multiplayer. The weapon's default iron sights lack the rear sight.
"Aiming" the Steyr. Note the odd M240 carry handle, which normally wouldn't be needed as the AUG's integral foregrip is affixed to the barrel and is used to pull it out.
Having said that, the vertical grip is AWOL by default.
Reloading the AUG HBAR-T.
Pulling the charging handle.
The AUG HBAR-T with its proper foregrip.

Shotguns

AA-12 CQB

The AA-12 is available in the game. It is shown with a custom folding charging handle and custom sights, consisting of a rail mounted rear sight and a flip up front sight. It uses an 8-round box magazine. Using the Extended Magazines attachment in multiplayer beefs up the capacity to 16, though the magazine model remains unchanged; real AA-12 magazine options include 8 round box magazines, or 20 and 32 round drum magazines.

In singleplayer, it is used by the Russian Military (despite being American in origin) and the Shadow Company. It also appears outside the obstacle course in the first level once the player has run through it once, and a suppressed version with a heartbeat sensor appears in the Spec-Ops mission "Acceptable Losses". The AA-12 has an absurdly high rate of fire in singleplayer and Spec Ops, at around 650-700 RPM, but fires at a more convincing (but still slightly excessive) 400 RPM in multiplayer.

AA-12 CQB - 12 gauge
Holding an AA-12 shotgun.
Aiming down the default iron sights.
Reloading the AA-12. Note the straight feed lips and the custom knurled charging handle.
Pulling back the bolt.

Remastered version

The AA-12 in Campaign Remastered retains the same configuration from the original complete with the same rail mounted sights. It is also shown operating with a closed bolt, which is only the case for a production run of semi-automatic civilian models in 2018-2019. However, it is depicted with the proper AA-12 charging handle instead of the custom folding one shown in the original. It also has the restricted rate of fire of the multiplayer version from MW2.

Pulling the charging handle when picking up the weapon.
Holding the AA-12.
Iron sights.
Inserting a fresh magazine.
Charging the weapon.
Inspecting the AA-12; the user inspects the left side, then pulls back the bolt and checks the chamber.
Inspecting an AA-12 customized with a holographic sight.

Benelli M4 Super 90

The Benelli M4 Super 90 is found in singleplayer and multiplayer, referred under its US Military designation M1014. It has a olive-green finished barrel and receiver, and a Surefire triple-rail foregrip (like the one installed on the British L128A1) with an unusable under-barrel flashlight. The barrel also appears with a flat sight plane in first person, which is unusual for the M4. The weapon is modeled with a civilian 4-shot magazine tube; like COD4, the M1014 has a 7-round capacity in singleplayer (the capacity of the military version), and has the correct modeled capacity in multiplayer (extended to 6 rounds with Extended Mags).

It is used by the US Military and several Brazilian Militiamen in singleplayer; the player character Roach also starts with one in "Takedown".

Benelli M4 Super 90 with 4-shot tube - 12 gauge
Benelli M4 Super 90 with top rail and railed handguard - 12 gauge
Drawing the M1014. Note the flashlight.
The M1014 in first-person.
Aiming down the M1014's ghost ring sights.
Reloading the M1014. As in MW1, there is no chambering animation when the weapon is emptied, which would make the weapon unable to fire in reality.
A Shadow Company soldier holds his M1014 shotgun in the Museum. The 4-shot magazine tube is easily visible here.
M1014 with arctic camouflage finish in the "Museum". This is not possible outside of this one level; camouflage patterns cannot normally be applied to weapons which the multiplayer classifies as secondaries, including shotguns.

Remastered version

In the remastered version, the player character correctly inserts a round in the chamber during empty reloads, and releases the bolt before loading successive shells into the tube.

Roach with the Benelli M4 in the remaster. Note the non-standard barrel style.
Looking through the shotgun's sights.
Chamber-loading the M1014.
Pressing the bolt release.
Loading the tube magazine.
Inspecting the Benelli.

Franchi SPAS-12

The Franchi SPAS-12 is found in singleplayer and multiplayer. It is shown with the stock unfolded, and is used in pump-action mode only. In singleplayer, it is used by the Russian Military, Shadow Company, and Task Force 141, usually with no attachments; it's a bit of an odd choice to say the least, as it was never issued by any military force (most of its sales being to police departments, its intended market), and went out of production in the year 2000.

Weirdly, the bolt is animated to cycle as the shotgun is fired (visible when aiming down sights), rather than when the player character works the pump after the shot. In singleplayer, fired shells can be seen ejecting when the gun cycles, but no shells are seen ejected in multiplayer.

Franchi SPAS-12 with butt hook attached to stock - 12 gauge
Drawing the SPAS-12. No, the player character doesn't have their arm shoved through the middle of the stock; some of the game's hand and arm models have oversized features that clip through certain weapons, creating illusions and issues like this. One also has to wonder why it wasn't being stored with the stock folded...
Idling with the SPAS-12. Note the rail bolted to the top of the receiver.
Aiming through the weapon's simple ghost-ring iron sights.
Pumping the shotgun after firing. Note the shut bolt; despite cycling when the weapon is fired, this doesn't move when the pump is worked. This makes the fact that the weapon is flipped over every time the action is cycled all the more bizarre, since all this really does is draw attention to the issue.
Reloading the SPAS-12, round by round. As in most games, this is done incorrectly; since the SPAS's bolt release (which is on the left side of the receiver) is also its carrier latch, it has to be held down in order to load in shells. The bolt release is also textured on the right side of the receiver due to the model being mirrored; the magazine catch, which is a differently shaped button that should be present on the right side of the receiver, is not modeled.
As is COD tradition, a pump is always required after the reload finishes, regardless if it is necessary, logical, or even if it actually does anything to the bolt. The flat object sticking out of the bottom of the receiver is the safety lever; the in-game SPAS is based off of the earlier FIE-imported models, with an 8-round magazine and a lever-type safety that had a tendency to be anything but (often failing to engage, and sometimes firing the shotgun when disengaged).
A soldier with a SPAS-12 shotgun in the Museum level. His trigger discipline is admirable, though one has to wonder why he's giving the rear sight such a wide berth.

Remastered version

In Modern Warfare 2 Campaign Remastered, the reloading process is done correctly. The SPAS-12 is upended with the off-hand holding down the bolt release button to allow the shells to be loaded into the tube (an extremely rare sight in video games featuring this weapon). The pumping handle is not racked during partial reloads, and on empty reloads the character inserts the first shell in the chamber before loading the remaining ones in the tube. The bolt's movement and shell ejection are also now properly linked to the pump's animation rather than triggering immediately on firing.

Holding the SPAS-12 taken from the hapless sentry at the start of "The Only Easy Day... Was Yesterday".
Looking down the SPAS's sights.
Working the shotgun's action.
Chamberloading the SPAS-12.
Loading the tube magazine with the loading gate easily accessible. Unfortunately the safety wasn't remastered, and is still of the lever style.
Inspecting the SPAS-12. As with the original, it looks fairly worn and greased-stained, fitting in this particular location.

Sears Ranger

A sawed-off Sears Ranger is featured in the game. It can be dual-wielded to make up for its 2-round capacity. The weapon's ADS functionality is replaced, as it can fire both barrels at the same time; note that while the in-game model appropriately has two triggers, the Create-a-Class icon has only one. In singleplayer, it is used by some Brazilian Militiamen. The Ranger is shown being able to eject the spent shells when reloaded instead of having to dump them out manually.

Sawed off double barreled shotgun - 12 gauge
Holding the Ranger shotgun, not to be confused with the actual US Army Rangers found in MW2.
Ejecting the fired shells...
... and loading in two new shells one by one.
Akimbo Rangers in first person. Sadly, one can't let off a quad-blast of simultaneous buckshot, as the button for the second barrel is used for the second Ranger instead.
Ejecting four shells.
Closing both shotguns after giving them the good-ol offscreen reload treatment.

Remastered version

Picking up the Ranger results in Roach quickly loading in two shells.
The single Ranger in idle.
Ejecting two unfired shells.
Loading in two more.
Dual-wielding Sears Rangers, their animations are altered from its previous iteration.
Dumping shells out of the Rangers while the rest of the task force comes back down the hill to gawk at Roach.
Viewing the two sawed-off shotguns. Unlike the previous remaster, the text engravings are now absent.

Sentinel Arms Striker-12 / Armsel Protecta Hybrid

The Sentinel Arms Striker-12 (referred to as the "Striker") is a shotgun in the game, using a roughly 12" barrel. The weapon is hybridized with the large shell deflector and the automatic ejection capabilities of the Armsel Protecta; later models of the Striker-12 do indeed have these Protecta features, but they also have a rear drum advance lever, which the in-game model lacks. Beyond that, the in-game model is odd in a few more ways: the winding key is modeled as a weird spike (likely modeled after a particular gun where the winding key is stripped down to just its post), while the muzzle is modeled with a strange protrusion.

The reload animation depicts the thumb tab to the right of the drum as a drum advance lever, turning the drum whenever it is pressed; there is no evidence that the thumb tab can be used as a drum advance lever in reality, and the Striker-12 manual describes the tab to be a button used to open or close the ejection port. It should also be noted that Modern Warfare 2 is one of the first video games to depict the ejection port button being used as a drum advance lever, and very likely influenced later games to also depict the ejection port button as a drum advance lever.

Possibly to offset its large magazine, the Striker reloads slowly and has lower damage per shot than the other shotguns, requiring 2-3 hits to kill without Stopping Power.

Sentinel Arms Striker-12 civilian-legal 18" barrel with top folding stock - 12 gauge
Armsel Protecta with 12" barrel - 12 gauge
Drawing the Striker.
Holding the Striker and ready to fire.
The iron sights.
Reloading; the player character inserts a new shell into the drum...
... and presses the "drum advancing thumb tab" to index to the next position, before loading another round. The animation shows the shell visibly moving counterclockwise; the shell should've rotated clockwise if the ejection port button really was a drum advance lever, as the Striker's unwounding clockwork mechanism only turns the drum clockwise.

Remastered version

Roach with a Striker on "Loose Ends".
Aiming.
Reloading, the character now grasps the Striker by its drum.
Tabbing the same lever mentioned above.

Winchester Model 1887

The Winchester Model 1887 appears in singleplayer and multiplayer. It is modeled after the custom 1887 used by Arnold Schwarzenegger in Terminator 2: Judgment Day, featuring a shortened barrel, no stock, no trigger guard, and an enlarged lever loop. The 1887 can be dual-wielded; when akimbo, the weapons are flip-cocked as in Terminator 2.

In singleplayer, it is used by some Brazilian Militia members. In multiplayer, the 1887 used to have the highest effective range of all shotguns, and its sole "attachment" is Akimbo. As shotguns are largely hipfired anyway, dual wielding the 1887's basically doubled the damage without downsides, making them notorious in the community before a patch decreased their Akimbo range to be more comparable to the dual Rangers. Another patch also slightly decreased the single 1887's range, leaving it outclassed by the SPAS-12 in pretty much all aspects.

The sawed-off Winchester 1887 with large-lever loop used by Arnold Schwarzenegger as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.
Equipping the Winchester 1887 with a cycling of the action.
The 1887 in idle.
Aiming down the sights.
Ejecting a shell at the start of the reload, which is interestingly enough, blue, just like in T2.
Shutting the action closed at the end. The reload erroneously shows every shell being placed into the barrel rather than the magazine tube, even though the cycling animation correctly showing the shells inside the magazine tube.
Dual-wielding the Winchesters in an ascended form of forsaking sensible armament.
Flip-cocking, the right shotgun is not aligned properly though.
A Winchester Model 1887 on the ground.

Remastered version

The remaster correctly involves loading the shells into the magazine tube, with only the first shell being inserted into the barrel during empty reloads. The weapon is now flip-cocked at the end of every reload (even when not dual-wielded).

Airsoft replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard - (fake) 10 gauge
The M1887 on "The Hornet's Nest".
Iron sights of the Winchester.
Cycling the lever action. The markings on the shells indicate that this is a 12 gauge variant.
On non-empty reloads, the chambered shell only extracts very little; it gets rechambered as the first new shell is loaded.
About to load the barrel from empty, note the follower.
Flip-chambering the 1887 at the end of the reload. Note how in the remastered, the weapon doesn't have the enlarged lever loop required for this, and as such the player character would be likely to break their fingers.
Inspecting the name on the side of the Winchester.

Winchester 1200

The Winchester 1200 shotgun from MW1 was seen in the hands of Russian Internal Troops in the game's trailer; it was apparently a placeholder, as in the final game it is only featured in the "Museum" bonus level.

A heavily modified Winchester 1200, like the one in the game - 12 gauge
The Winchester 1200 as seen in game.
The iron sights of the Winchester 1200.
Reloading the W1200.
Pumping the shotgun.
A soldier with the Winchester 1200 in the Museum bonus level.

Remastered version

As with other shell-by-shell loading shotguns, the Winchester 1200's empty reload involves chambering a round first then loading the rest of the shells, and the pumping handle is not operated during a partial reload.

Picking up the Winchester 1200 in the Museum.
Holding the W1200.
The weapon's iron sights.
Firing the shotgun and pumping the handle.
Chamberloading the shotgun. Despite this shotgun not being used anywhere outside of the Museum level, having reworked animations is a nice touch.
Inserting the rest of the shells.

Launchers

Saab Bofors Dynamics M136 AT4

The M136 AT4 appears in the game. The multiplayer version incorrectly fires guided rounds, and is referred to as "AT4-HS". "HS" most likely is abbreviated for "Heat-Seeking" and is also how it was able to guide its way to a moving aircraft but can still be counter measured by flares. The game also shows it as reloadable, seen when using it in multiplayer with the Scavenger perk.

M136 AT4 Anti-Tank rocket launcher - 84mm
Drawing the M136 AT4 by popping out the rear sight, then disengaging the safety.
The AT4 in idle.
Aiming down the launchers apparently smart sights.
An AT4 in the game.

Remastered version

Opening the AT4's rear sight.
Holding the AT4 on the oilrig.
Sighting in an AH-6 Little Bird that the Ultranationalists have for some reason.
Inspecting the M136 AT4.

M79 grenade launcher

The M79 grenade launcher appears as the "Thumper" in the game, and can be found in "The Hornet's Nest" and in some Spec Ops missions. It is available as a secondary weapon in multiplayer. In the former two gamemodes, it can be hipfired, but attempting to do so in MP will bring the sights into picture and fire the shot, similar to the RPG or AT4.

M79 grenade launcher - 40mm
The M79 "Thumper" on the multiplayer map "Wasteland".
Aiming down the leaf sight.
Thumbing open the breech.
Tossing aside the spent 40mm casing.
Sliding in a new one.

Remastered version

Acquiring the M79 now shows the leaf sight getting unfolded.
Roach with a M79.
Aiming the "Thumper".
Inspecting the loaded 40mm grenade.
The spent shell is now auto-ejected during the reload.
Loading in a new shell.
Inspecting after firing the last shot shows the spent casing.

FIM-92 Stinger

The FIM-92 Stinger can be found in the levels "Wolverines!" and "The Only Easy Day... Was Yesterday" in singleplayer, and is unlockable in multiplayer. The weapon can only be fired when locked onto helicopters or aircraft. It lacks the folding IFF (Identification, Friend or Foe) antenna on the right side of the weapon, however this is not actually required to lock on to a target and fire the weapon.

FIM-92 Stinger - 70mm
Initially equipping the FIM-92 by flipping out the sight.
The Stinger in idle.
Aiming the launcher.

Remastered version

Ramirez readies the Stinger.
Ramirez holds the Stinger and sees his target.
The Stinger locks on.

FGM-148 Javelin

The FGM-148 Javelin launcher is another available launcher for use in the game. While the multiplayer version is limited to one rocket in reserve (with the Scavenger perk), the singleplayer version has much more ammo. It is seen being used by the Russians, who seemingly appropriated them from military stockpiles upon invading US soil. The in-game Javelin has the erroneous ability to lock onto areas on the ground (not targets on the ground, but static objects or terrain), enabling it to function like a high-tech mortar.

FGM-148 Javelin - 127mm
Equipping the FGM-148.
The Javelin in idle.
Acquiring a lock on dastardly shipping crates.
The CLU view when locked-on.

Remastered version

Taking off the muzzle cover of a FGM-148 in the Museum.
The Javelin in the remaster.
Inspecting the CLU.
Using the FGM-148 in the crow's nest from "Of Their Own Accord."
The nigh vision view through the sight.
Sgt. Foley using the FGM-148 in the appropriate sitting position.

RPG-7

The RPG-7 is a launcher in both singleplayer and multiplayer. In singleplayer, it is used by all enemy forces. Like COD4, it is a powerful weapon, but is atrociously inaccurate at long ranges, apparently because the rocket's stabilizing fins do not deploy and as a result cause the rocket to fly erratically.

RPG-7 - 40mm
The RPG-7 in multiplayer.
Aiming the RPG.
Reloading another warhead.
A Middle East Insurgent with RPG-7 in-game.

Remastered version

The RPG-7 has a new acquiring animation where the player character flips up the rear sight.
The RPG in "Wolverines!"
Using the sights.
Pulling up another rocket-propelled grenade.
Inspecting the launcher.

Attachments

M203 Grenade Launcher (Airsoft)

The airsoft model of the M203 grenade launcher, distinguishable by its distinctive RIS mount and lack of a trigger guard, returns from Call of Duty 4: Modern Warfare as the standard grenade launcher for every assault rifle except the AK-47. It features a new firing sound, and unlike in the multiplayer of the previous installment, the M203 does not prevent the use of Perk 1. The single-player mission "Team Player" is the first time the player gets to use the M203, attached to an M4A1.

Like MW1, a full 40mm grenade stands in for the grenade's casing during the reload animation). However, the M79 grenade launcher's reload animation does show an independent grenade casing model existing in-game, meaning that the M203's reload animation is recycled entirely from MW1.

Airsoft M203 made by G&P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.
The M203 slung under the M16.
Dropping out the spent shell.
Reloading another.

Remastered version

The launcher is still modeled after an airsoft version, presumably reusing the same model from Call of Duty: Modern Warfare Remastered. Like in the previous remaster, the round being ejected while reloading is a proper spent casing.

Using the M203 mounted on a SCAR-H.
Reloading the launcher.
A view of the M203.

Knight's Armament Masterkey

The Knight's Armament Masterkey shotgun is frequently seen mounted to rifles as an underslung shotgun like the M203. It is mostly attached to the FN FAL or SCAR-H assault rifles, but is sometimes seen on other weapons. The shotgun carries an impossible 7 shells in singleplayer, and a more-realistic-but-still-one-extra 4 shells in multiplayer. In multiplayer, it is unlocked for assault rifles after 20 grenade launcher kills.

KAC Masterkey shotgun - 12 Gauge
Working the Masterkey's pump in the necessary action movie style whenever opting to use it. Doing so would realistically eject a perfectly good shell. Switching to the Masterkey while sprinting or from a secondary weapon does not pump the shotgun.
As to how it shoots straight while being aimed high is another matter.
Reloading the underbarrel shotgun.
A good view of the device shown from the start of the FAL's reload.

Remastered version

The 7-round capacity from the original singleplayer has been decreased to the technically achievable 4 round in Modern Warfare 2 Campaign Remastered. Sadly however, the Masterkey didn't receive the appropriate difference in partial/empty reload process as with other shotguns, plus it is still pumped when switching to it, and the player character still grasps the pistol grip of their main rifle rather than operating the actual trigger of the Masterkey.

Ramirez holds a Masterkey mounted on an AK.
Firing the Masterkey.
Reloading the Masterkey.
Roach inspects a Masterkey mounted on a FAL.

GP-30

The GP-30 grenade launcher, incorrectly called the GP-25, is sometimes seen mounted on the AK-47s in-game. Like in Call of Duty 4, a western 40mm grenade stands in for the Russian VOG-25 40mm grenade, and the player is incorrectly shown flicking the launcher downwards to eject a spent grenade casing upon firing the weapon, even though the real VOG-25 grenades are caseless; a full western 40mm grenade stands in for said spent grenade casing.

GP-30 grenade launcher - 40mm
The GP-30 in use.
Dumping out an entirely incorrect cartridge from the launcher.
Inserting another one for inexplicable reasons.

Remastered version

Inspecting an "AK-47 Grenadier".
The grenade launcher in use.
Reloading. Like in Modern Warfare Remastered, the launcher is no longer flicked, and a proper VOG-25 grenade is used.
However, still like in MWR, the player character unnecessarily flicks the safety lever after loading the launcher. The lever itself does not move and remains set to the "ОГ" fire position.

Grenades/Explosives

M83 Smoke Grenade

The M83 smoke grenade is the standard smoke grenade that can be used in the game; like COD4, they feature incorrect M18 smoke grenade textures, and may even be the exact same model. Colored versions are used to mark killstreak drop locations for some multiplayer killstreaks.

M83 smoke grenade
Preparing to throw a smoke grenade.

Remastered version

Grasping the Remastered M83 Smoke Grenade.

Unidentified Smoke Grenade

Unidentified grenades on the vest of an Ultranationalist.

M67 Hand Grenade

The M67 Hand Grenade returns as the standard hand grenade for all factions.

M67 Grenade.
A crate full of M67 frags in S.S.D.D.'s "Pull The Trigger 101" class.
An Ultranationalist soldier about to throw a M67 grenade.
Enemies and friendlies sometimes drop bags of M67 Grenades upon death which the player can then resupply from. (Though despite being modeled as full of grenades they only resupply one each.)
A Russian Soldier with M67 Grenades on his belt.

Remastered version

In the remastered edition of S.S.D.D. during his "Pull the Trigger 101" class, Sergeant Foley picks up and shows off an M67 grenade, before pushing the box to PFC. Allen.
Allen picks up some Grenades from the box...
...then throws one down range. Note the pin clipping through his finger.
Like the original game, enemies and friendlies will drop bags of grenades upon death for you to resupply if your own grenade ammo has depleted.
A Russian Soldier with M67 Grenades on his belt.

M84 Stun Grenade

M84 stun grenades returns as the Flashbang and Stun Grenades. Flashbangs have a green stripe, while Stun Grenades have a red stripe.

M84 stun grenade
Note that the character is only pulling the top pin and the lever is clipping into his hand.

M18A1 Claymore

The deployable Claymore is usable by the player, again depicted with the fictional laser tripwire detonators instead of being command detonation.

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

Remastered version

A M18A1 Claymore mine taken from the stack on the roof of Nate's.
Looking at the front of the mine.

C4

The C4 from Call of Duty 4 returns in Modern Warfare 2.

Much like in Call of Duty 4, the C4's Clacker is bizarrely used to call in some of the killstreaks, as if it was a radio, though other more sensible communication devices like colored smoke and rugged laptops are now present and used for other killstreaks.

Fictional Bounding Mine

The bounding mines featured in the mission "Loose Ends" resemble closely the fictional bounding mines seen in the Guantanamo scene from Bad Boys II.

Fortunately for Roach, time slows down whenever he triggers one of these.

Remastered version

The same sequence in the remaster.

Mounted Weapons

General Dynamics GAU-17/A

In singleplayer, the General Dynamics GAU-17/A, the first time the player gets to use the Minigun is in the level "Team Player", where it is mounted on M1026 HMMWVs; in this mission, it strangely fires in a circular spread. In the missions "Wolverines!" and "Exodus", the Minigun is used for the (fictional) M5 Sentry Gun emplacement, operated by both U.S. Army Rangers and Russian airborne infantry units, and available as a kill streak in multiplayer. In "Loose Ends", dismantled Miniguns can be found in Makarov's safehouse, and can later can be seen mounted on Shadow Company SUVs.

In a few multiplayer maps, Miniguns can be found mounted on objects, similarly to the M249s in the first Modern Warfare.

General Dynamics GAU-17/A - 7.62x51mm NATO
PFC Joseph Allen mans a Humvee-mounted Minigun in the mission "Team Player" while waiting for an F-15C Eagle to perform an air strike on an enemy-occupied building. It would be more accurate for Humvees to mount a Browning M2HB, though as the saying goes, there's no kill like overkill. Note that the Rangers are filming the air strike with their cell phones and video cameras.
Side view of the Humvee-mounted Minigun. Note that all of the HMMWVs in-game are painted in a camouflage pattern, similar to some of the HMMWVs in Generation Kill.
An M5 Sentry Gun in multiplayer.

Remastered version

The truck-mounted Miniguns in "Team Player" now fire in a more realistic, non pepperbox-like pattern.

The remastered "M5 Sentry Gun".
Ramirez overlooks the rubble at the Washington Monument evac site during the UH-60 ride at the end of "Of Their Own Accord".

General Electric GAU-8/A Avenger

In the remastered version, A-10 Thunderbolt II airplanes can be seen on the airfield at Firebase Phoenix, armed with General Electric GAU-8/A Avenger rotary cannons.

General Electric GAU-8/A Avenger - 30x173mm
Allen observes the nose of one of the A-10s and some Army personnel guarding the aircraft.

General Electric M134 Minigun

AH-6 "Little Bird" helicopters are equipped with GE M134 Miniguns.

General Electric M134 - 7.62x51mm NATO
An M134 Minigun under the wing of an AH-6 "Little Bird".

General Dynamics M197 Vulcan

The M197 Vulcan is mounted on AH-1W Super Cobras seen at the aircraft boneyard in "The Enemy of My Enemy" and in multiplayer. The Harrier jumpjets also inaccurately sport the very same gun pod from the Cobras in multiplayer in order to fulfill the fictional (for a Harrier) function of hovering over an area and providing fire support.

General Dynamics M197 Vulcan - 20mm

General Electric GAU-12/U

A GAU-12/U is mounted on AC-130 gunships, alongside the Bofors 40mm and M102 Howitzer.

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

Bofors 40mm

The Bofors 40mm is mounted on AC-130 gunships, alongside the GAU-12/U and M102 Howitzer.

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

M102 105mm Howitzer

The M102 105mm howitzer is mounted on AC-130 gunships, alongside the GAU-12/U and 40mm Bofors.

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

M242 Bushmaster Chaingun

M242 Bushmaster Chaingun are present on M2 Bradley Infantry Fighting Vehicles used by the US Army.

M242 Bushmaster chaingun - 25mm
A M2 Bradley seen at the end of "Wolverines!"

Remastered version

Note the incorrect "USMC" markings, as Marines do not use the Bradley.

Mark 19 Mod 3 Automatic Grenade Launcher

A dismantled Mark 19 Mod 3 is seen on the ground next to a Humvee under repair in "S.S.D.D.". This is its sole appearance in the entire game, and it is never used.

Mk 19 grenade launcher in vehicle mounting - 40x53mm.
A loaded(!) Mk. 19 on the ground next to a Humvee.

Remastered version

The remastered Mk. 19, still liable for someone to get chewed-out by a senior NCO a decade later.

Browning M2HB

One usable Browning M2 is found mounted on a Brazilian technical truck in "The Hornet's Nest". Like other mounted weapons, it has infinite ammo and will overheat after continuous fire. They also appear mounted on the Stryker vehicle and the Abrams tank.

Browning M2HB on vehicle mount - .50 BMG
Roach operates the usable Browning M2HB in "The Hornet's Nest". Note the M249 SAW icon used as a generic icon for mounted guns. Also note that Roach's hands and ammunition for the gun are both completely absent; apparently this .50cal operates on the power of positive thinking.
The Browning M2 viewed from the side.
A Browning M2 mounted on a destroyed M1 Abrams tank.

Remastered version

The same technical mounted Browning M2s can be used in the remaster, now without the power of telekinesis and an actual belt box-full of cartridges.

Roach celebrates his newfound physical coordination by jerking the M2 around in a new animation when stepping up to use it.
Manning the M2HB.

FN M249 SAW

The M249 SAW can be seen mounted on a fallen tree and used as a turret in the level "Whiskey Hotel".

M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.
An M249 SAW mounted on a log in the level "Whiskey Hotel".
A side view of the M249 mounted on the log.

Remastered version

The M249 in the remaster.
Commandeering the SAW.
MW2R M249 (3).jpg

KPV

KPV heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Russian paratroopers to engage US air support in "Exodus". They are also found on the multiplayer map "Afghan" and on the roofs of buildings on the multiplayer map "Strike." A miniature ZPU model is also present in the "Museum".

It reuses the same model from Call of Duty 4.

KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm
The ZPU-4 as found in the multiplayer level "Afghan."

Remastered version

A close up of one of the ZPUs found at the end of "Exodus."

8 cm kurzer Granatwerfer 42

Kurzer 8 cm Granatwerfer 42 mortars are fired by OpFor troops in the "Team Player" singleplayer mission at the beginning at the other bridge shore. This is the third appearance of the model in the Call of Duty series after it first appeared in Call of Duty 2 and reappeared Call of Duty 4: Modern Warfare. The same model would later on be used in Call of Duty: Black Ops II level "Pyrrhic Victory". The mortar also appeared in Call of Duty: WWII, but it thankfully no longer uses the ancient COD2 model in that game.

Kurzer 8 cm Granatwerfer 42 - 81.4mm

Shipunov 2A42

Mi-28N helicopters, BTR-82A APCs, and BMP-2 IFVs all mount Shipunov 2A42 autocannons.

Shipunov 2A42 mounted on BTR-90 - 30x165mm
Getting a close look a BTR-82A's turret in "Wolverines!"

Remastered version

Roach takes a look at a snowy BTR-82A after getting nearly squashed by it.

Yakushev-Borzov Yak-B

Mil Mi-24 gunships seen throughout the game sport Yakushev-Borzov Yak-B chin turret rotary machine guns.

Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm
The low-detail Yak-B as seen on a parked Mi-24 in "Cliffhanger."

Remastered version

The same Hind in the remaster.

Not Usable/Cut Weapons

The following weapons appear in images, textures, and graphics present within the game. None are usable weapons, and none of them are known to have a 3D model.

Makarov PM

A poster of a Makarov PM is seen in the Multiplayer map 'Salvage" in the small house, along with SVD Dragunov and AKM Posters, and the plans of the attack on "No Russian".

Makarov PM - 9x18mm Makarov

PPSh-41

In the Spec-Ops mission "Hidden", a statue of two Russian soldiers are seen with cement versions of the PPSh-41.

Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev
A statue of 2 Russian soldiers holding cement PPSh-41s. Note that "Hidden" is the Call of Duty 4 mission "All Ghilled Up" in reverse with updated weapons and enemy types.

M1928A1 Thompson

In a nod to the previous Call Of Dutys, a WWII-era poster of a woman holding an M1928A1 Thompson can be seen in the multiplayer map "Derail"

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

AKM

The AKM is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game.

AKM - 7.62x39mm
AKM Poster. Note slant muzzle brake and orange plastic magazine similar the AK-74's, but this is obviously a 7.62x39mm version.

FN SCAR-L

In the multiplayer menu background image, we see a soldier carrying a third generation SCAR-L with an EOTech sight, AN/PEQ-2 IR designator, and a vertical foregrip, but it was never used in the game.

Third Generation FN SCAR-L - 5.56x45mm NATO
The SCAR-L in the menu.

IMI Galil

During briefing for "No Russian" a newspaper article is seen showing an Ultranationalist with a Galil.

IMI Galil SAR - 5.56x45mm NATO
The Ultranationalist on the left holds a Galil.

Mk 14 Mod 0 EBR

An Mk 14 Mod 0 EBR can be seen on the background of the Spec Ops main menu.

Mk 14 Mod 0 - 7.62x51mm NATO
Spec Ops menu background.

Daewoo K2

During briefing for "No Russian" a newspaper article is seen showing one of "Makarov's men" (according to the caption) with a Daewoo K2.

Daewoo K2 Assault rifle - 5.56x45mm NATO
A soldier with a Daewoo K2 in a newspaper article.

Accuracy International Arctic Warfare

An Accuracy International Arctic Warfare in seen held by a sniper in the multiplayer menu background art, but it is unusable in-game.

Accuracy International AW - 7.62x51mm NATO.
The Arctic Warfare is circled in red.

M26 grenade

The M26 hand grenade can be seen on one of the unlockable emblems.

M26 grenade
MW2-M26.jpg

Heckler & Koch HK91A3

The Heckler & Koch HK91A3 from Modern Warfare appears in trailers and early screenshots, but was dropped from the final game, most likely in favor of the FAL.

Heckler & Koch HK91A3 - 7.62x51mm NATO
Pre-release airport security with the HK91.

Enfield L85

The kill-feed icon for the L86 LSW in multiplayer depicts an L85 with a SUSAT scope instead. Evidence suggests that the in-game L86 LSW was an L85 at one point during development: the unremoved kill-feed icon, and that the L86's texture sheet has the L85's 30-round magazine. The fact that the L86's maximum singleplayer ammo is 420 rounds, a number divisible by the 30-round L85 mags rather than the 100-round drums found on the in-game L86, also supports this idea.

Seeing as the L86A1 in-game features the L85 handguard, it is likely that an L85A1 model was modified into the L86A1 model seen in the final game.

L85A1 with SUSAT scope - 5.56x45mm NATO
The L86's killfeed icon from multiplayer.

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