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Call of Duty: Infinite Warfare

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Call of Duty: Infinite Warfare
Official Box Art
Release Date: 2016
Developer: Infinity Ward
Publisher: Activision
Series: Call of Duty
Platforms: Windows
PlayStation 4
Xbox One
Genre: First-Person Shooter

Call of Duty: Infinite Warfare is the 2016 entry in the ongoing Call of Duty franchise, developed by Infinity Ward, with assistance from Treyarch, Beenox, Raven Software, and High Moon Studios, and released for Windows PC, Playstation 4 and Xbox One. It takes the series further into the future than it has ever been, with Earth now depleted of resources and dependent on colonies throughout the solar system for raw materials. However, recently a group of these colonies seceded in a bloody war (seemingly for the sole reason that their entire populations were moustache-twirlingly evil), forming the Settlement Defense Front. The story begins with the SDF opening a new offensive against Earth, with the player taking on the role of Commander Nick Reyes (voiced by Brian Bloom), a member of SCAR (Special Combat Air Recon) which appears to be a SEAL-like unit attached to Earth's space navy.

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


Infinite Warfare features two types of weapons - ballistic and energy.

Ballistic weapons, like the M1 Garand or "NV4", fire conventional rounds and are able to penetrate some surfaces. They are also less effective against robotic enemies compared to energy weapons in the campaign. Each weapon type has access to different attachments. Unique attachments include Extended Mags, which increases magazine capacity and ammo in reserve, FMJ, which improve the weapons ability to penetrate surfaces, Hollow Point, which increases headshot damage multipliers and Rifled Barrel, which extends the damage range of the weapon.

Energy weapons, like the "Volk" or "EMC" fire blue energy rounds, which have a blue square muzzle flash, they regenerate/"recharge" rounds from the players reserve ammunition when not in use, the individual cells are not ejected when firing, unlike the shells of ballistic ammunition, shots reflect/bounce off surfaces instead of penetrating them like ballistic weapons, and they are more effective against robotic enemies in the campaign. Unique attachments include the Fusion Mags, which regenerate energy rounds while the weapon is holstered, Ram Servo, which allows shots to reflect twice, Particle Amp, which extends the damage range of the weapon, and the Faraday Slug will increase headshot damage multipliers.

Some energy weapons like the "Banshee" or the "Gravity Vortex Gun" feature more exotic ammo types that are different to the standard blue energy rounds. These include compressed air, beams of red energy and the rather unbelievable ability to fire black holes.

Most of the attachments do not alter the weapons visually, such as the Extended Mags attachment not altering the size of the magazines. Additionally, some attachments don't make a lot of sense - the Rifled Barrel attachment implies ballistic weapons do not have rifled barrels by default, which is preposterous, and the Stock attachment is available for weapons that do not have a stock, such as pistols, and it doesn't add a pistol stock to the weapon either.



The "EMC", standing for "Electro-Magnetic Compact", is an energy pistol primarily based on the Springfield Armory XD Subcompact, albeit a little larger. The slide reciprocates when firing, which also includes the battery. When reloading, the top rear section of the pistol (what would normally be the rear of the slide on a conventional pistol design) is removed and swapped out for a new battery. The pistol has a small trigger guard, and a larger framework piece around the trigger guard that helps secure the (unusable) underbarrel laser aiming module to the pistol, which is hardly necessary - the underbarrel rail should be more than enough to keep it on the pistol. This LAM is reminiscent of the one seen on the USP present in the original Modern Warfare trilogy.

In the single-player campaign, the weapon is used by both SATO and SDF forces, including Admiral Salen Kotch (voiced by Kit Harington).

Springfield Armory XD Subcompact - 9x19mm
The "EMC" in the beta weapon selection menu.
Reyes firing at a haywire robot with his "EMC".

Glock 18C

The Glock 18C is the only secondary "classic" weapon available in the game; it is referred to as the "Hornet", referencing the Modern Warfare 2 mission "The Hornet's Nest", where a "G18" (actually a full-auto converted Glock 17 in the original MW2, but a proper G18C in the remaster, due to it reusing this very model) was the starting handgun. By default, it is fitted with a 33-round magazine by default, which only holds 20 rounds and 30 when using the Extended Mags attachment. Additionally, the "Cartel" variant of the "Kendall 44" seen below is based on a Glock 18C.

Glock 18C with 19- and 31-round magazines - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing
The Glock 18C in the beta weapon selection menu. Note that the fire selector is incorrectly set to semi-auto.
A space operator on the moon chamber-checks the Glock 18C, Black-style.
Bored, he shows off the compensator cuts while trying to get a better look at a scale model of the Odin kinetic superweapon from Call of Duty: Ghosts.
Back on terra firma, a multiplayer character reloads a suppressed G18C with a severely underloaded 33-round magazine.


The "Hailstorm" is a massive fictional revolver bearing a distinct resemblance to the RSh-12 revolver. It is mechanically bizarre in several ways: it fires in three-round bursts, using a sort of en-bloc clip of four 3-round superposed load chambers in the cylinder (the game calls this a "chamber stack"). The rounds appear to have casings, which would not work unless they are some kind of combustible casing. While the name implies it is supposed to be some kind of Metal Storm-style system, the weapon appears to use a traditional firing pin, which would only be able to strike the rear cartridge's primer (while an argument could be made that the burst works through a deliberate chain fire, with each cartridge setting off the next, the recoil of the weapon would likely cause this to happen to all of the chambers when the weapon was fired, most likely causing the gun to explode); the hammer operates exclusively in single-action, striking the firing pin 3 times, despite there being no obvious reason for it to self-cock (normal self-cocking revolvers such as the Webley-Fosbery Automatic Revolver have some form of recoiling segment to cock the hammer, usually the barrel and upper frame). The cylinder is actually a shell in which the real, detachable set of chambers sits, with nothing obvious to hold it in place, and the weapon's cylinder is hexagonal, despite it only having 4 chambers to rotate between (12 shots total).

RSh-12 - 12.7x55mm
Beta menu selection view of the Hailstorm revolver, in all of its physics-defying glory.
As with Call of Duty: Ghosts, akimbo weapons can still be paired with optical sights. Revolver cylinders with less than 5 or 6 rounds are an unusual sight, and hexagonal ones even more so, since 6 isn't evenly divisible by 4.
Ejecting the superposed cartridges. The hexagonal cylinder and pins beside the cylinder are reminiscent of the Chiappa Rhino.
Sealing the "Hailstorm's" cylinder shut.

"Kendall 44"

A striker-fired ballistic pistol resembling the Glock 19 is the UNSA standard issue sidearm in the game, chambered in a fictional "44 ACP" cartridge. By default it feeds from a 16-round magazine and fires semi-automatically, but can be upgraded with 24 round magazines and the ability to fire in full-auto. The weapon has the "Kendall Ballistics" logo on the slide. the description states it has an integral attachment (as the text appears in blue, "integral attachments" in this game usually means "things the gun does") called Lightweight Mold, which gives the weapon a very small hipfire spread compared to other pistols. The HUD icon has an unusable flashlight mounted on a pistol rail mount system, which is absent by default, but returns when an optic is equipped.

The "Kendall 44" has different magazine capacities in campaign and Zombies. It has 10 and 15 round capacities in campaign, and 8 and 12 round capacities in Zombies, fitting with the tradition of having the starting pistol in Zombies have 8 rounds. In campaign, when fully upgraded it gains the Full Auto upgrade, which functions the exact same way as the multiplayer Auto Sear attachment and turns the gun into a psuedo-Glock 18, despite a Glock 18 already existing in the game. The resemblance is even stronger with the "Cartel" variant, which has an engraved G18C-inspired slide.

Glock 19 (3rd Generation) - 9x19mm
Menu entry of the pistol.
Captain Nick Reyes reloading the "Kendall 44".
Glock 18C (3rd Generation) - 9x19mm
WE Glock 18C with Classic Floral Pattern (airsoft) - 9x19mm
The "Cartel" variant in the loadout menu, which resembles a Glock 18C.

Taurus Raging Bull

A visually altered Taurus Raging Bull appears as the "Stallion .44"; it was added via an update on July 25, 2017. It comes with top and underbarrel rails, a custom trigger, and a different trigger guard and rear cylinder latch; the front latch is also relocated upwards. Like in Call of Duty: Ghosts, it is used in single-action mode, but this time the player character fans the hammer when hip-firing, increasing the rate of fire in the process. Ironically, when used in akimbo, each revolver uses the "fast" fire rate despite the character cocking it with their firing hand's thumb. The weapon repeats the same mistake as in Ghosts of swinging out a non-empty cylinder with the hammer still cocked and having the hammer pulled before closing the cylinder on an empty reload. Due to its addition later in the lifecycle of the game, it is classed among the futuristic handguns rather than the "classic" weapons.

Taurus Raging Bull - .44 Magnum
The "Stallion .44" in the weapon selection menu.


Added via update on February 28th, 2017, the "UDM" is a fictional full-auto machine pistol based on an SRU Precision bullpup conversion kit for Tokyo Marui airsoft Glock pistols. It features a stock, an integrated reflex sight mounted on the slide, and a 14-round translucent magazine inserted into the very rear of the grip frame. Oddly, its slide does not sit flush with the end of the frame and the description states it is made from "modular parts". In the game files, the weapon is called the "UDM45", suggesting it is chambered in .45 ACP.

The rarest variant, the "Stalker", effectively turns the weapon into a semi-automatic compact sniper rifle with a non-functioning suppressor and very obstructive low-zoom scope, accompanied with a longer barrel and handguard along with an extremely short, not-at-all-cheek-weld-compatible stock. The magazine capacity is reduced to 10 rounds, and damage is increased to the point where the weapon is as powerful as the much higher caliber M1 Garand or "DMR-1". The weapon loses the ability to be dual wielded.

Airsoft SRU carbine conversion for Tokyo Marui Glock Airsoft pistols
The "UDM" in the Create-a-Class menu.

Submachine Guns


The "FHR-40" is a fictional submachine gun resembling an FN P90, with a bolt locking recess resembling an H&K MP5. According to the game's description, it uses a magnetic bolt carrier to increase fire rate: presumably this means the bolt group is "floated" inside the receiver like a maglev train rather than being guided by contact with the receiver as in a conventional gun. The practicality of this is rather questionable, as the decreased friction of a magnetically suspended bolt would have very little effect on the operation of the weapon. This would also mean the weapon required power to function, not to mention the fact that when magnets are heated (for instance, when placed near the chamber of a submachine gun with an absurd fire rate), they lose their magnetism, which would render the weapon more or less completely useless as the bolt group would start to move around off-centre inside the carrier.

FN P90 TR - 5.7x28mm
The "FHR-40" in the beta weapon selection menu. Note the Binary Domain-style strike face that spans the entirety of the front of the weapon.
"FHR-40" in hand, Reyes disregards warnings against stealing the SDF's latest budgetary spaceplane mess. The translucent magazine actually depletes when firing, like with the P90 and the G36C in Modern Warfare Remastered.
Locking the bolt back on the "FHR-40". Note the empty magazine.

Haenel-Schmeisser MP28/II

The Haenel-Schmeisser MP28/II was added via an update on March 2, 2017. It is referred to as the "Trencher" in-game, and is classed among the futuristic submachine guns rather than the "classic" weapons, similarly to the Raging Bull.

Haenel-Schmeisser MP28/II - 9x19mm
The MP28/II in the weapon selection menu. It's not clear why it's called the "Trencher", as the MP28 came after the era of trench warfare; it's possible that it's standing in for a Bergmann MP18.

Heckler & Koch UMP45

The Heckler & Koch UMP45 is one of the classic weapons. It is called "MacTav-45" in-game, as a reference to the protagonist John "Soap" MacTavish from the Modern Warfare series. The charging handle incorrectly locks back on its own before reloading an empty magazine, and the safety is on. Unlike in previous games, the UMP has a Surefure M900 foregrip, complete with unusable laser sight. It has 32 rounds in the magazine instead of the correct 25, which increases to 48 with the extended mags attachment. Like the "HVR" seen below, the weapon has a railed handguard.

".45 S&W" can be seen written at the bottom of the magazine, even though this caliber isn't available to any UMP in reality.

Heckler & Koch UMP45 with C-More red dot sight and Surefire M900 weaponlight foregrip - .45 ACP
The UMP45 in the beta menu selection.
A multiplayer character looks at some space debris with his trusty UMP45 in hand.


The "HVR" resembles a UMP45 with its stock folded and it has a permanently attached foregrip, like the "MacTav-45". It also has a railed handguard with rail covers and two bulky looking laser sight devices, which are non-functional. It also has an integrated "ELO" sight, and 26 or 39 round magazines. In singleplayer, it is the only weapon in the campaign that does not have a specified spawn location, and so can only be acquired from having it spawn randomly. The weapon has no built-in ability, and its final unlock is the ability to dual-wield it. The weapon has Japanese markings which read "Fujiwara", the name of the fictional company that make this weapon in-universe.

Interestingly, one of the variants of the HVR, the "Gemini", which can uniquely be dual-wielded in multiplayer, has the body of a Heckler & Koch USC, right down to the distinctive light gray coloration (albeit with a standard UMP barrel with a suppressor, rather than the USC's 16" one).

The "HVR" in the beta menu selection. Note that it apparently uses "terrestrial ammo" for increased stopping power. This seems to be a reference to Infinite Warfare's background story where Earth's natural resources are largely depleted and it depends on other planets for supplies: seemingly this is made by some patriotic company using Earth-sourced materials because they're better or something.
Zombies character Andre charges an "HVR" before seeing off some cyber-undead.
Heckler & Koch USC - .45 ACP
The "Gemini" variant in the loadout menu. An odd choice for a dual-wieldable weapon, given the stock.


The "Karma-45" is a futuristic TDI Vector. It has two barrels, two ejection ports, and two magazines. Since only one of the magazines is replaced if less than half the rounds have been expended and it only has one trigger, presumably one of the magazines (and accompanying reciever) is emptied first, with the second one then being automatically switched to. It is known as the "CRB" in the game files, which refers to the civilian semi-automatic Vector that has a 16" barrel, and was the same name incorrectly applied to the standard Vector in Ghosts. The "Deimos" special variant has the stock removed and uses flush-fitting magazines.

TDI / KRISS USA Gen I Vector - .45 ACP
The "Karma-45" in the single-player loadout menu. Note the short spare magazine in the stock; this is never used.
"EBR-800" in hand, Reyes looks at Staff Sergeant Omar's Siamese Vector inside a hangar on the Moon base.
Reloading the Vector Perosa...
TDI / KRISS USA Vector - .45 ACP as seen in Resident Evil: Retribution
The "Deimos" variant in the multiplayer selection menu. The vertical grip has been replaced with a large trigger guard that doesn't guard a trigger, which evokes Persuader vibes. Note the huge viewing windows.


The "VPR" is a double-barreled submachine gun added via an update on March 28, 2017. The weapon is directly based on the Heckler & Koch MP5K, while the "Yokai" variant is inspired by the full-size MP5A3. Unlike the Karma-45, it fires both barrels at once. The foregrip is the pistol grip of an AKM.

Heckler & Koch MP5K - 9x19mm
The "VPR" in the weapon selection menu.
Heckler & Koch MP5A3 - 9x19mm
The "Yokai" variant.

Assault & Battle Rifles

Beretta ARX-160

The Beretta ARX-160 returns from Call of Duty: Ghosts as the OSA (standing for Orbital Space Aeronautics). The model is ripped from Ghosts with no edits, judging by the fact that it still has an FN 40GL (with a missing trigger) mounted instead of a Beretta GLX160, and the magazine still has no rounds visible inside when reloading.

Beretta ARX-160 Coyote brown with 11.89" barrel - 5.56x45mm
The ARX-160 in the beta selection menu. Note the odd stock, which is the same as the one seen in Ghosts and Advanced Warfare, due to this being a re-used model. It also has the same issue on the fire selector as those two games.
The Moon soldier gazes back at earth with his white ARX-160....
....which apparently feeds from 5.45x39 millimeters of space.
Charging the OSA ARX-160.

M1 Garand

The M1 Garand appears in Infinite Warfare simply as the "M1". The in-game description states that its "top-loading clip" (written in blue text, signifying that it is an "integral attachment" which has gone from sometimes being an attachment in Ghosts to just meaning "a thing the gun does") can only be reloaded by emptying it. It is possible to eject a partially expended clip from the Garand using the clip latch, but this was not generally used as a method of reloading it in combat since real soldiers do not carry magical elves in their webbing to consolidate unfired rounds into nice full clips. On the gameplay side, this decision is likely intended for a retro WWII game experience, when old WWII first-person shooters followed the Garand manual-of-arms closely and thus did not perform mid-magazine reloads.

M1 Garand - .30-06 Springfield
The M1 can be unlocked in the campaign after completing the Specialist difficulty. It is called the "DMR-1" (which is a different M1 Garand-based rifle in the game, seen below), but retains its Multiplayer description and has no attachments available for it.
Reyes points his virtual "DMR-1" M1 Garand at the ceiling while wondering why it's so ridiculously shiny. Note the steel-cased rounds; in spite of this, the rifle ejects brass cases when fired.
Looking at some Americana with the M1 Garand.
Apparently this particular fine instrument of battle survived a good two hundred years in good condition, except for the tip-top of the rear sight ring which was lost in action during the Tacticool Revolution in the early 21st century.
"In space, no one can hear your ping..."


A modernized version of the rifle appears as the "DMR-1", sporting a VLTOR Cluster Rail, cheekpiece with cartridge holders, unusable laser sights, absurdly large muzzle device, and an scope by default, mounted off to the left of the rifle like the M1C and M1D marksman rifles. This version can have its clip ejected when partially empty. The "Spectacle" variant appears to be based on the T26 "Tanker Garand" carbine, with a muzzle device borrowed from a Springfield Armory M1A SOCOM 16. Unlike the regular M1 Garand you can reload the "DMR-1" before all 8 rounds have been shot.

M1C with M84 scope - .30-06
The "DMR-1" in the beta selection menu. Note the terrible condition of the modern variant compared to the original.
Overlooking Lake Geneva with a reflex-sight equipped "DMR-1".
Inserting the en-bloc clip after some designated-marksmanning.
T26 Tanker Garand carbine - .30-06
Springfield Armory M1A SOCOM 16 - 7.62x51mm (.308 Springfield)
The "Spectacle" variant in the Create-a-Class menu.


The "EBR-800" is a fictitious sniper rifle/assault rifle hybrid based off the M1 Garand. The weapon shoots bolts of energy and is fed by large, side-loading batteries which hold 6 shots in sniper mode. Thanks to the unexplained properties of the energy rounds in this game, simply flipping the scope off to the left and shortening the barrel via no obvious mechanism turns the weapon into a full-auto rifle with 30 shots of energy ammo.

The EBR in the campaign loadout menu.
Reyes flips his simulated EBR's scope into place upon pickup.
Reyes holds his EBR in sniper mode.
Reyes moves to stick a new battery in his rifle.
Reyes holds the EBR, now in AR mode.
The holographic reticle that serves as the aiming method in AR mode.
Reyes spawns into the VR firing range with an EBR equipped with a rectangular ACOG. Without the default scope, the rifle switches modes simply by shortening and extending the barrel; it also does this with the default scope, but it's harder to see, and isn't the focal point of the animation.
Overlooking Mars with an EBR-800 in AR mode with the battery ejected. Note the similarities between this rifle and the Bombenschuss from Wolfenstein: The Old Blood.


The "NV4" is an assault rifle available in game, essentially a VLTOR/Magpul themed custom built M4A1 Carbine fitted with various futuristic embellishments (even being referred to as the "M4" in the game files). The custom upper receiver has a VLTOR MUR-1A forward assist, and cutouts on the left side that resemble Battle Arms Development receiver or Gun Point GEN2 receiver. The handguard is based on the VLTOR CASV and is fitted with a pair of futurized AN/PEQ-2 laser modules (neither of which actually do anything). When optics are attached the top one disappears and the side-mounted one changes appearance. The rifle is equipped with a futuristic Magpul MBUS Gen 1 rear sight with illuminated white dots and an ammo counter. The stock is a futuristic take on the Magpul STR, with a sling loop placed on the top, similar to ACE stocks. The pistol grip is based on Magpul MIAD Gen 1, while the magazines are fitted with a futuristic interpretation of the Magpul Ranger Plate. It also has a sling based on Magpul MS3 GEN2. The word "Nova" is inscribed on the side of the weapon, this is perhaps what "NV" stands for in the weapon's name.

The weapon appears on the main cover art for the game, fitted with a suppressor and foregrip. Interestingly, some pieces of official promo art depict the weapon being disassembled by detaching the handguard, barrel, and stock from the receiver, despite one of the more distinctive features of M4 and/or AR-15-pattern rifles being the ability to separate the upper and lower receivers easily for transport and maintenance.

Reloading the "NV4" with the reload-speed-boosting Dexterity perk will have the user flip out the old magazine to the left instead of dropping it out.

On January 12, 2018, the "Honey-B" variant was added via an update. It features an integral suppressor described as modifying the firing characteristics "in a way reminiscent of a particular weapon from the past". The model does feature some cosmetic alterations, but none of them actually make it closer in appearance to a real AAC Honey Badger.

Airsoft M4A1 with Black Magpul furniture
AR-15 with VLTOR CAS-V handguard - 5.56x45mm
Menu entry of the "NV4". Note the upper receiver's futuristic cutouts that resemble Battle Arms Development receiver or Gun Point GEN2 receiver, and the futuristic ranger plate on the magazine.
Reyes charges his suppressed space M4 at the start of a virtual reality firing range simulator. Note that the MBUS of the future lack an aiming aperture but have illuminated white dots and an ammo counter. In reality, the lack of an aperture would make the rear sight viable only in very close quarters firefights. Also note the futuristic AN/PEQ-2 laser module and the sling equipped with some kind of a display.


The "Type-2" is an energy based rifle heavily resembling the Magpul FMG-9; the game files indeed refer to it as "FMG". It can be split into two dual-wielded weapons at the player's discretion. Oddly enough, the P90 magazine-esque energy cell only feeds into the rear of these two weapons, begging the question of how exactly energy is transferred to the front gun when the two are detached.

Magpul FMG-9 in open form- 9x19mm
Menu page of the "Type-2".
Acquiring the Type-2 from a weapons locker.


An AKM somewhat resembling the customized AKM from Elysium appears as an energy-firing assault rifle known as the "Volk". It is fairly commonly used by Settlement Defense Front soldiers in campaign. It is referred to as "AKE" in the game files, presumably standing for "Avtomat Kalashnikov Energy".

The weapon has a large polymer barrel shroud with rail mounts, which presumably swaps out the standard barrel and gas system of the AKM for the energy round barrel, positioned slightly below where the barrel is on a normal AKM. The bottom rail has a non functioning laser sight attached to it. A polymer stock, in which the outline of an AKS-74 stock can be seen, is fitted to the weapon, adorned with wires and some sort of battery. The receiver has a top-mounted rail, complete with illuminated sights, along with what appear to be a pair of CPUs. As this weapon is presumably a normal AKM converted to fire energy rounds, these wires, processors and battery packs on the side of the weapon and on the stock may be some of the mechanisms that are normally inside the purpose-built energy weapons, which allow them to fire energy rounds. The magazine is now made of a translucent polymer, but it remains curved, despite the fact that the energy rounds are visible through the sides and they are visibly rectangular in shape, meaning the curve is only in the magazine in order to make it look more like an AK. Perhaps it is a 7.62x39mm AK mag, adapted to hold energy rounds like the battery packs of other energy weapons in-game. The magazine has a capacity of 28 rounds, but only 10 separate cells can be seen inside the magazine, implying each cell has enough energy for 2-3 shots. Said cells are not ejected when firing, just like every other energy weapon. Furthermore, the magazine well has been modified to the point where a normal AK magazine could no longer fit inside it, as it lacks the necessary locking mechanism found on the real AKM. This modified magwell somewhat resembles a G36 magwell, complete with the release paddle, which is correctly used when reloading.

The "Retro" and "Vintage" variant converts the weapon to a conventional ballistic weapon, rather than being an energy weapon, this means these variants have access to ballistic weapon attachments, like FMJ or Extended Mags. They also lose the auto-regenerating ammo and shot reflection traits of energy weapons, instead gaining the penetration ability of ballistic weapons.

AKM (stamped steel receiver with slant muzzle brake) - 7.62x39mm
Menu entry of the "Volk".
Reyes reloads his Volk after an annoying gunfight on the Moon terminal that resulted in a lot dangerously weak windows getting shot out into the vacuum of space. Making a futuristic weapon seems to consist of gluing the future to a normal one in this case, which apparently includes an 80s printer cable.
Performing an underhand tug of the charging handle.
Andre performs a tactical AK speed reload on the upgraded Volk in Zombies (the Dexterity reload animation), showing off the bizarre energy cartridges.


First appearing as a VR gun simulator on board the Retribution, this weapon appears to be based on the FN SCAR-H. It was later added to multiplayer and Zombies as the "X-Eon"; there, it functions as a fully-automatic energy assault rifle which somehow changes its fire rate depending on whether the player aims down the sights or hipfires. Like the NV4, reloading with the Dexterity perk will also show a fancy mag flip.

Third Generation FN SCAR-H STD - 7.62x51mm NATO
A crewmember using the VR gun simulator. An interesting thing to note is that she is the only member who uses this booth and always hogs it before Reyes selects any new mission.
Observing a moving display belt of weapons, including two X-Eons.
The X-Eon in the weapon selection menu.

Sniper Rifles

Cheyenne Tactical M-200 Intervention

The Cheyenne Tactical M-200 Intervention appears as a "classic" weapon, where it goes by the moniker "TF-141", referencing the Modern Warfare series' fictional Task Force 141.

CheyTac M-200 - .408 CheyTac
The CheyTac M-200 in the beta menu selection.
Chamber-checking the CheyTac M-200. Note that the underbarrel carrying handle is now used instead of the magazine as a grip for the supporting hand.
A multiplayer character considers sacrificing his spider grenade to the event horizon from Interstellar.
Having failed to do so, he offers several .408 rounds instead.
Reloading the Intervention.


Another sniper rifle resembling the Intervention also appears, called the "Widowmaker", and is a truly bizarre sight to behold. Despite only having one barrel, it fires in 2-round bursts from a 12-round magazine (which, given its size in comparison to the casings that the weapon ejects, could barely hold 5); the weapon fires twice with each trigger pull, then the bolt is worked, and two spent casings are ejected from the weapon, along with any last trace of functional conceivability that the weapon might have had. The name seems to be a potential reference to Blizzard's game Overwatch, where a character named Widowmaker wields a (far more functionally plausible) burst-firing sniper rifle.

The "Widowmaker" in the beta menu selection.
Reloading the "Widowmaker", which has a Harris bipod among several other minor cosmetic changes.

"KBS Longbow"

The "KBS Longbow" is a fictional high-powered bolt-action sniper rifle resembling a Remington MSR. Oddly enough, rather than having a traditional bolt handle, the entire pistol grip is used as a bolt handle pivoting to the right. It is chambered in the fictional "15x120mm" round, as seen when cycling the weapon. The weapon is manufactured by the fictional Kendall Ballistics company, which is presumably what "KBS" stands for.

Remington MSR with Harris bipod, Leupold Mark 4 scope and AAC Titan suppressor - .338 Lapua Magnum
The KBS Longbow in the beta selection menu. Note the unusable bipod and absurdly massive muzzle brake.
Operating the distinct bolt action of the KBS.
Reloading from empty.
Mid-magazine reload.

Machine Guns


The "Atlas" is a light machine gun added in an update on August 23rd, 2017. It bears some resemblance to the FN M249 SAW, notably the receiver and sight design. It also feeds through a side detachable box magazine, a feature that is also used in the M249 itself.

FN M249-E2 SAW with 200-round ammo drum - 5.56x45mm


The "Auger" is a portable minigun that was added via an update on March 2, 2017. It is under the light machine guns class and resembles the M134 Minigun, but with three barrels instead of six, and a side-mounted grip instead of a top-mounted one. It has a holographic sight and a top mounted rail, along with a 64/96 round box belt, depending on if the extended mags attachment is used or not. In Zombies, it has 80 and 120 round instead.

The weapon fires while the barrels are spooling up, something that should not happen as the electric motor that powers the rotary barrels should make them barrels rotate full speed after a short delay. It also has no visible power source, although future technology may have advanced to the point where the necessary power source can be placed on the weapon, rather then being a separate piece of equipment like on current miniguns. The rate of fire is much lower than the real 6,000 RPM of the M134, which makes sense, as lower fire rates are more controllable for a soldier using a minigun as a handheld weapon.

The "Fury" variant grants the player akimbo miniguns, which is as daft as it sounds. The "Primed" and "Pumpkin Pummeler" grant the weapon the ability to immediatly fire at full speed, removing the need to spool the barrels, but the fire rate is reduced.

Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgment Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm NATO
The "Auger" in the weapon selection menu. It doesn't look terribly suitable for boring holes into wood or dirt, but it certainly seems helpful for putting them in enemies.



The "DCM-8" (presumably pronounced "Decimate") is a fully-automatic energy shotgun that somewhat resembles the Monolith Arms P-12 prototype, a 12-gauge pump-action shotgun that fed from a box magazine very similar to that of the FN P90. The weapon in-game also has two cutlass-style pistol grips similar to that of the Heckler & Koch XM25.

Monolith Arms P-12 shotgun with FN P90 for comparison.
Pre-2015 XM25 pre-production model - 25x40mm.
Menu entry of the "DCM-8".
Scanning the DCM-8, showing off the rather large magazine.

Franchi SPAS-12

The SPAS-12 appears in game as the "S-Ravage" (referencing well-known COD personality Sandy Ravage) and the "Rack-9", with the latter having a slightly shortened barrel, no stock, a strange pump handle and heat shield, and a shell-holder. Both are operated exclusively in pump-action. Oddly, a shell is ejected at the start of a reload, despite the pump not being worked and the ejection port not opening.

The "Smoothbore" variant of the "Rack-9" has a fixed stock and fires slug rounds rather than regular buckshot.

Franchi SPAS-12 with butt hook attached to stock - 12 gauge
The SPAS-12 in the beta menu selection.
Observing a moving display belt of weapons, including another SPAS-12. The pickup icon shows the stock as folded.
Pumping the SPAS-12, which still requires the operator to point it upwards at 11 o'clock for some reason. However, the chamber now properly opens and ejects a shell as opposed to the mess that was in previous Infinity Ward games.


Franchi SPAS-12 with stock removed - 12 gauge
The "Rack-9" in the beta menu selection.
Looking at a familiar ring world with the "Rack-9".
Reloading; the animation is the same between both weapons.
Franchi SPAS-12 with fixed stock - 12 gauge
The "Smoothbore" variant in the loadout menu.


The "M.2187" is a futuristic version of the Winchester Model 1887, sawn-off like in previous games. Notably, rather than reloading through the action, the M.2187 reloads by replacing its magazine tubes entirely. It is fitted with a heat shield, side rails with covers and a futuristic sight with hologram reticle. When dual wielded, the player character spin-cocks the weapons like in Call of Duty: Modern Warfare 2, despite the lever loops being too small to facilitate such a move.

Airsoft replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in Terminator 2: Judgment Day - (fake) 10 gauge.
This is presumably what would happen if the T-800 could bring weapons back in time with him.


The "Salvo" is a three-barreled variant of the M.2187. The receiver and lever returns to a less futuristic form closer to the original Winchester Model 1887, the pistol grip is switched out for a flintlock-styled grip made out of what's apparently ivory, two additional barrels are added, and the M.2187's detachable magazine is retained. The weapon is engraved throughout its barrel and receiver. The barrels and the pistol grip are apparently inspired by a 19th century four-barreled flintlock pistol of possible Indian or Ottoman origin which was auctioned by Sotheby's in 2012.

The lever action is also shown to rotate the barrels and extract spent shells after each shot. As the shotgun was meant to be used with the "Tri-barrel" attachment which allows it to fire its three barrels simultaneously, the lever action extracts three spent shells after each shot and chambers three fresh shells. In an apparent goof, these animations are also reused on the basic single shot mode resulting in extracting/chambering three shells after only one shell having been fired. However, when used in dual wield mode, it operates as a proper M1887 ejecting only one spent shell without rotating the barrels at all. In reality, this kind of antique multi-barreled weapons were usually hand-rotated.

Airsoft replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in Terminator 2: Judgment Day - (fake) 10 gauge
19th century Indian or Ottoman four-barreled flintlock pistol with ivory handle.
Preview of the "Salvo" variant. Note the engraved barrels and ivory grip based on the aforementioned Oriental flintlock pistol auctioned by Sotheby's.


The "Reaver" is a fictional semi-automatic shotgun heavily resembling the Kel-Tec KSG, with a 10-round helical magazine similar in appearance to the SRM Arms M1212's quad-tube system.

Kel-Tec KSG with Magpul RVG foregrip - 12 gauge
SRM Arms Model 1212 - 12 gauge
"Reaver" menu entry in singleplayer.
Reloading the massive helical magazine.



The underbarrel FN 40GL appears, both integrated to the Beretta ARX-160 and the fictional "Atlas" machine gun. The ARX-160 variant of the FN 40GL still has no trigger, a holdover from its original appearance.

The "Atlas" variant of the FN40GL, while fictional, is somewhat modeled after it, using a custom grip (complete with trigger) and mountings. This variant fires a smoke drone, and it is not reloadable.

FN 40GL / Mk 13 Mod 0 - 40x46mm
The ARX-160/40GL combo in the beta weapon selection menu. Much to the frustration of some players in multiplayer, the grenade launcher's lack of a trigger doesn't make it any less effective.
Aiming the FN Mk 13 at the sushi bar that replaced Burgertown in the Terminal remake.


The "Howitzer" grenade launcher bears a striking resemblance to the China Lake Launcher, with a similar silhouette, the same pump-action cycling method and the same 3-round capacity. The ladder sight lacks the front sight, instead the ladder sight acts as a housing for a holographic optic, and it is angled at 45 degrees. A Magpul M4-esque stock is seen on the weapon.

China Lake Launcher - 40x46mm

"Spartan SA3"

The "Spartan SA3" is a fictional rocket launcher resembling the Carl Gustav M3. The weapon in-game is muzzle-loaded, unlike the actual Gustav that has a breech-loading casing system.

Carl Gustav M3 - 84x246mm R
The "Spartan SA3" in the beta selection menu. Note the integrated optical sight and diagonally-tilted forward pistol grip.
Reyes loads a warhead into the Spartan SA3...
...and then wonders if now is a good time to pull the trigger.


Mk 2 hand grenade

The "Blitzkrieg" variant of the MP28 is fitted with a flamethrower-looking device that appears to be a pneumatic launcher, which mounts an M1 rifle grenade adapter and allows it to fire a Mk 2 hand grenade. an Mk 2 hand grenade is also seen in the "Sunset" calling card.

Mk 2 training grenade fitted with M1A2 rifle grenade adapter
Mk 2 hand grenade
It isn't clear who thought any part of this was a good idea.


Generic AK

A generic AK most closely matching a Type 56 is depicted in the "Assassin" calling card.

Type 56 - 7.62x39mm


The M4A1 configuration from Modern Warfare 2 is seen in "The Gulag" and "The Only Easy Day..." calling cards. A more generic M4A1 resembling the NV4 build is seen in the "Killer Tunes" calling card.

Airsoft Tokyo Marui M4A1 S-System
M4A1 without carry handle - 5.56x45mm NATO

Colt Single Action Army

Two Colt Single Action Armys are depicted in the "Gunfighter" calling card.

Colt Single Action Army with 5.5" barrel - .45 Long Colt

Double Barrel Shotgun

A generic sawn-off double barreled shotgun is seen in the "Sawn-Off" calling card.

Sawn-off Remington Spartan - 12 gauge

Barrett M107

What looks like a Barrett M107 is featured in the "Boomstick" calling card.

Barrett M107 - .50 BMG

Percussion Cap Pistol

A pair of double barrelled Percussion Cap Pistols are depicted in "The Original Akimbo" calling card.

Model 1874 Gatling Gun

The 1874 model Gatling Gun is featured in the aptly named "Handcrank" calling card.

Colt Gatling Gun with Bruce Feed Guide - .45-70

"Face Melter"

The "Face Melter" from the Zombies mode is loosely inspired by the NES Zapper.

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