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Call of Duty: Advanced Warfare

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Call of Duty: Advanced Warfare
Call of Duty Advanced Warfare cover.jpg
Official Box Art
Release Date: November 4, 2014
Developer: Sledgehammer Games
Publisher: Activision
Series: Call of Duty
Platforms: PlayStation 3
PlayStation 4
Xbox 360
Xbox One
Genre: First-Person Shooter

Call of Duty: Advanced Warfare is a first-person shooter developed by Sledgehammer Games for Playstation 4, Xbox One and PC, and by High Moon Studios for Playstation 3 and Xbox 360. It is the eleventh title in the series, and was officially released on November 4th, 2014, though preorders were given access the day before.

The story once again does not follow on from any previous entry in the series, instead taking place in a high-tech future dominated by the massive Atlas PMC, an independent armed force as powerful as a first-rate military. The player takes on the role of US Marine Jack Mitchell, who loses an arm during the defence of Seoul from the North Koreans and accepts an offer of recruitment from Atlas rather than retiring. Following a series of attacks on nuclear power plants by the KVA terror group, Atlas' power grows even more, but Mitchell soon finds evidence that charismatic Atlas CEO Jonathan Irons is hiding a sinister secret.

The following firearms are seen in the video game Call of Duty: Advanced Warfare:

Note: spoilers are present in some descriptions.


Advanced Warfare features the same two-weapon system as previous games in the series; in singleplayer the player can use any two weapons they can find (along with a predetermined set loadout) while in multiplayer they can use one primary and one secondary weapon or use the "Overkill" wildcard to allow the use of two primary weapons. As usual, weapons often have different stats in multiplayer modes (including Exo Survival and Exo Zombies) compared to singleplayer. One new addition added to multiplayer mode is the ability to perform a Fast Reload or a Speed Reload in lieu of the "Slight of Hand" perk or "Fast Mags" attachment in previous entries (although "Dual Magazines" exist as an available attachment in this game). Wherein the player reloads the weapon faster (often by the dropping the magazine instead of switching to a new one or by gradually speeding up the animation) at the expense of all of the remaining ammo supply that the weapon has. This ability can be performed in all multiplayer modes but it cannot be performed in both campaign and Exo Zombies modes; as instead, reload speed can be upgraded up to 50% via Exo Upgrade System (which costs upgrade points, which are gained by completing challenges) after missions or through Exo Reload upgrade (the analogue for Speed Cola) respectively.

Progression in multiplayer is similar to previous games of the series with all weapons from the base game being unlocked through level progression. The game introduces variant weapons in "supply drops" which have altered stats, textures and models as well as special titles, in a system a little reminiscent of the Borderlands games. The game also introduces several weapons exclusive in multiplayer that require either obtaining the paid DLC (two of which are the fictional "AE4" and "Ohm" firearms which will not be covered in this article) or obtaining the a variant of the DLC weapon in question (as it unlocks base version of the gun as well). Going to Prestige mode retains the weapon variants as well as the post-launch weapons unlocked from the variants. Obtaining a weapon variant (much less, getting a elite variant as well as a new gun) was notoriously rare during the game's lifetime, and it became a controversial element (along with randomized supply drop lootboxes and without any guarantees that it will reward a new gun as well as some overpowered weapon variants) that would plague the series until the 2019 Modern Warfare reboot, where it was ditched in favor of the battle pass or a challenge requirement entirely. Some enemies in the campaign wield weapon variants and they can be used.

Multiplayer reuses the same Pick Ten system first used in Black Ops II, albeit modified to Pick 13 specifically for this title (as the streaks now cost points in this iteration), giving 13 allocation points to pick their equipment, perks and scorestreaks. In addition to this, some multiplayer maps feature water as a terrain element but players cannot use firearms while on water, only a knife. Weapon categories are the same as Ghosts, but with the marksman rifles category moved to the assault rifles category (as with previous games), machine guns are renamed to "Heavy Weapons" (thus circumventing the "all machine guns are LMGs" mistake in other games) and include various fictional direct energy weapons, and "Special" weapons include a few various oddball weapons that fit a certain niche, with differing weapon choices depending on what weapon slot it takes.

The game also features "Exo Survival", a class-based variant on the Survival mode of Modern Warfare 3 where weapons are bought from an armory using upgrade points earned during the game. Unlike MW3, there is no persistent unlock system based on player level; the unlocks instead resetting after every match. The class system limits the weapons the player character can use; all classes can use pistols, while the Light class is limited to assault rifles and SMGs, the Heavy to heavy weapons, the Specialist to shotguns and sniper rifles and the Demolitions class (added in a later update) to launchers and SMGs. This limit can be removed if the player receives the "Weapons Free" perk from a care package supply drop.

In later updates of the installment, the game introduces "Exo Zombies" as another form of play, which is a variation of the Zombies gamemode originally started from World at War only exclusive through DLC. As before, the player starts off with a pistol (this time being the fictional "Atlas 45"), in which they can purchase additional weapons off of the walls or via 3D Printer (which is the analogue of the "Mystery Box" of Treyarch's Zombies). Weapons cannot be upgraded through the "Pack-A-Punch" machine - instead, they must be upgraded through the "Upgrade Station" akin to Exo Survival, giving increased stats, attachments (with some exclusive to these modes) at various levels, and a camouflage applied to them. Unlike the previous games, upgrades are permanent even when the gun was exchanged to a new one.

Attachments in the game follow the same system as Black Ops II, wherein the player can attach 2 and 1 modifications to the primary weapon and secondary weapon respectively, and it can be increased through the "Gunfighter" wildcards. The choice of attachments also differs if the weapon is a direct energy weapon or a ballistic one.

Owing to the future setting of the 2070s, many of the weapons in the game are futuristic versions of weapons which have appeared previously in the series, often using reworked versions of the old models and identical or slightly altered animations for actions like reloading. Some energy weapons featured in the game do not require ammo in most modes, they can overheat which forces the player to cool the weapon down (or for the case of the "AE4", exchanging some sort of battery), or when the player cools them down prematurely. This is not the case in Exo Zombies, as while they cannot overheat, they can run of ammo.

Due to the extensive (much more so than any other game in the Call of Duty series) customizable element of the multiplayer character (often known as "Operator"), the player character's appearance will change throughout the page, and their gender may refer to "he" or "she" depending on the selected face of the character. This does not apply to Exo Zombies or the campaign due to having fixed playable characters.

See the discussion page for fictional weapon information.



During the campaign mission "Sentinel," a collection of antique weapons can be found in Johnathan Irons' office, including a pair of blunderbuss pistols; they cannot be used.

A July 2015 update later added the blunderbuss as a shotgun in multiplayer. Contrary to what one might expect from a weapon with a highly complex reloading procedure in a game series known for incorrect weapon operation, the animations seem to be more or less functionally correct- to compensate for the length of the reloading animation (even at the feverish pace shown in game, it still takes far longer than the other shotguns). Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (9, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod. It is absurdly powerful- not so much based on raw damage (its per-pellet damage model is the same as the "Tac-19"), but on its pellet count- 18 (doubled the actual pellet count in its reload animation), compared to the previously universal standard of 8. The pellet count can range from 16 with the "Thunderpipe" and "Handcannon" variants, to 20 with the "Flintlock", "Culverin", "Royalty" and "Dragon Fire" variants.

Being a very obsolete weapon (even under the context of advanced, futuristic warfare, no pun intended), it can accept a few attachments, that being advanced rifling (despite being a smoothbore firearm), a stock (which is nonsensical, given that the firearm already has a stock), and a quickdraw grip, all of which do not affect the weapon's appearance whatsoever.

Modern replica of English 1766 Blunderbuss Flintlock
Mitchell looks over the two blunderbusses, seemingly annoyed that he cannot tape four of them together and call it a "Blundergat".
Some supply drop variants of the Blunderbuss in the multiplayer selection menu. Note the "Thunderpipe" variant at the left; this is actually a translation of the Dutch word "donderbus", from which the word "blunderbuss" was derived.
The Blunderbuss held by a high-leveled multiplayer operator donning Atlas gear.
Having retreated to the Guilin Bai Lan Resort, the operator desperately pulls out what seems to be the so-called "perfect" gun for the new age of warfare. Better than nothing.
"Iron sights", if there are any.
Firing, with the hammer notably decocked.
CODAW BBuss (5).jpg
CODAW BBuss (6).jpg
CODAW BBuss (7).jpg
CODAW BBuss (8).jpg
The "Dragon Fire" variant. Besides the cosmetic dragon remodel, this variant adds 2 extra pellets when fired (bringing the total pellet count to 20), which doesn't change the reload animation depicted on-screen.

Colt M1911A1

The Colt M1911A1 has been added via a September 2015 update, and only available in multiplayer modes as a supply drop gun. Here, it is known as the "1911", though it features upgrades from the A1 version. Unlike previous (or even later) installments of the M1911 featured throughout the series, the base variant isn't in its standard nor nickel finish, it is in a olive drab green finish instead, though the "Single Stack" variant of the M1911 allows the M1911 to use the standard finish as with previous games.

Colt M1911A1 - .45 ACP
The M1911 in the selection menu.
A US Marine drawing the (archaic, but equally venerable) M1911A1 by dramatically racking the slide with his forefathers at the background.
The M1911A1 at rest, being a national park guard is never easy, after all.
Taking a peek of its sights. Thankfully, the M1911A1 takes a break here after being on the road for so long with starting zombie slayers.
Reloading the M1911A1 is the standard pistol reload we're all familiar with since Modern Warfare. It also looks rather oversized for some reason, especially on lower FOV.
Thumbing the slide release to ready position.
The "Single Stack" variant and a tactical knife; this variant gives an extra reserve magazine at the cost of increased recoil (aside from the normal finish we're all familiar with). The reload animation while wielded is similar to the Beretta M9A1 from Ghosts, as with most things ported over from.
The slightly gold "Hammer Bite" variant with dark grips, dual-wielded this time. These come in with extended magazines as a result, which hold 10 in each gun.
Dumping both magazines down as the marine reloads.
Raising up and pressing both slide releases after an off-screen reload.

LeMat 1861

The LeMat 1861 single-action revolver was added via a May 2015 update as a supply drop weapon available in multiplayer. It is called the "M1 Irons" in-game, and by default incorrectly holds 6 rounds per cylinder instead of 9, and it cannot accept extended magazines normally. When upgraded in Exo Zombies mode, it gets the correct 9-round capacity, but the weapon model still shows a 6-round cylinder. The underbarrel shotgun cannot be used, despite the visible presence of the selector lever on the hammer.

Despite being based on the percussion model, the weapon fires centerfire cartridges, and is modeled with a swing-out cylinder. The gun is modeled with a ramming lever on its left side, apparently purely for aesthetics, as it would logically be completely unusable on a cartridge-converted LeMat revolver. The primers of the centerfire cartridges have massively exaggerated appearances to make them appear like percussion caps.

Unlike every other handgun in the Call of Duty series (not including handgun-type operator ability/killstreak weapons such as the "Annihilator" from the Black Ops series), the M1 Irons is categorized as a "Specials"-type primary weapon (normally reserved for heavy, explosive, or melee weapons) rather than a pistol-type secondary weapon (though having the Overkill wildcard allows the weapon to be placed in the secondary slot). It does however feature un-pistol-like properties that suit its status as a primary weapon: it has very low recoil, extreme accuracy cone, fast firing rate, high damage output (that surpasses the 7.62mm MK14, as a comparison) and a long draw time (which is similar to most rifles, but pales in comparison to pistols).

LeMat 1861 - .36 or .44 caliber
The "M1 Irons" in the weapon selection menu.
The "M1 Irons" revolver held by the multiplayer Operator player character. Interestingly, the player can pose differently depending on the currently selected attachments and/or variant.
Equipping the LeMat 1861-type handgun depicts the player character tossing up the revolver, catching it and fanning the hammer down to ensure it is ready to fire. Holstering or reequipping the firearm all involves twirling the firearm to/from its holster.
Since desert recreations of the ole' west in America aren't a locale nowadays, the cowboy operator decides to bring his LeMat to the next best thing: the ruins of a nuclear fusion plant in the Gobi desert.
Like the Taurus Raging Bull from Ghosts, the operator cocks the hammer in single-action mode (as this is suitably mandatory for the obsolete LeMat). Unlike that game, the operator fans the hammer using his other palm when hipfiring, fitting of its spaghetti western style depicted here.
Firing the weapon while aiming down the sights (as seen in this shot) or while holding another item thumbs the hammer instead. Speaking of "spaghetti western style", firing the weapon will produce stock firearm ricochet sounds in addition to its own firing sound.
Reloading the weapon depicts the LeMat as a swing-out revolver, though without any cylinder release lever modeled in. The operator wisely uncocks the hammer when doing this, and this detail is skipped when the revolver is empty.
The operator uses gravity to make the rounds (all of which are unfired) fall out of the chamber...
... inserts all 6 rounds via speedloader...
... swings the chamber back into position and recocks the hammer.
Equipping the dual-wielded more modern "Unforgiving Truth" variant, twirling the revolvers with the hammers cocked is something one should NOT do. On a side note, although some variants of the M1 Irons come dual-wielded by default, this is not one of them. The animations are partially recycled from the Anaconda revolvers from MW2, with slight alterations from the original LeMat animation set.

MP-443 Grach

The MP-443 Grach appears in the game with enlarged cocking serrations. It mounts a very large front-mounted accessory rail when using optics, and incorrectly fires in 2-round bursts; only the version used in the mission "Sentinel" has the correct semi-automatic mode. It has an erroneous 12-round capacity by default, but the extended magazine attachment gives the correct 18-round capacity.

In Exo Survival mode it is the secondary starting weapon for the Heavy class; the version the Heavy starts with automatically has the extended mags upgrade. Oddly, this does not stop the player from buying it again by clicking on the word "equipped," which charges two upgrade points in return for nothing at all.

MP-443 "Grach" - 9x19mm
A Sentinel special operative holding the MP-443 Grach in a massive space elevator at the gulf of Mexico. Given the game's futuristic setting, it may have been possible that the Grach was further developed into a burst-fire variant. Time will tell if that is the case.
Iron sights. Here, the user aims the pistol with one hand, unlike in Ghosts where it is held with two, most likely because of the exoskeleton doing wonders.
Reloading, the operative drops the magazine...
... and pushes in a new one. This one shares the same reload animation (once again) from the M9A1 from Ghosts, rather than reusing its own animation set from the previous game.
On empty, the operative thumbs the bolt release once he inserted the fresh mag.
Some variants of the MP-443 are fitted with compensators (such as the "Dimension" variant) and different textured grips. Do note that the compensator isn't actually an "attachment" defined in game, and as such it does not count towards the attachment limit and it can be suppressed. Also note the faint "PROPERTY RU" and "SHG" markings, the very clear "MP443" slide marking is also seen, and replaces the original markings seen in the standard variant.
While not the first game that allows pistols to accept sight attachments, Advanced Warfare allows every sidearm (including the LeMat revolver) to be fitted with most of the sight attachments featured in this game. The MP-443 here ("Sighted" variant) uses an attachment rail when fitting sights or a laser module, the sight specifically attached here is a "auto focus sight", which zooms the player's view when remaining stationary (while there is no in-universe reason on how the player automatically zooms when stationary, it may have been the eyegear that the player character wears interfacing with the sight).

VBR-Belgium PDW

The VBR-Belgium PDW returns from Ghosts as a sidearm, this time being fully automatic and having a garish paint job; unlike Ghosts where the player character holds it at arm's length in one hand, it is held close using the foregrip. In addition to this, the charging handle is correctly not pulled after a partial reload (whereas in Ghosts it is always done regardless). However, the reload animation while holding a tactical knife was incorrectly changed to other pistols of its class, meaning the charging handle is not pulled after an empty reload. By default it has a 15 round magazine, increasing to 22 with extended mags.

In Exo Survival mode it is the secondary starting weapon for the Specialist class. Like the Heavy's MP-443, the Specialist's PDW gets a free extended mags upgrade.

VBR-Belgium PDW - 7.92x24mm
In Dallas, Texas, a US Marine unholsters his VBR-Belgium PDW to assist local police in a crime scene that happened recently.
Keeping an eye on local bandits that keep hopping around the block, he aims down his sights across the building.
After a brief firefight (at literally nothing particular after all), the marine drops the old magazine...
... and reloads a new one, showing the Glock-a-like finish it is trying to imitate.
Unlike Ghosts, pulling the charging handle back is only done after an empty magazine.
Reloading the "Chop-Chop" variant with a tactical knife equipped, this variant has a slightly longer barrel and an all-black finish. Unfortunately, as a result of reusing the animations from the MP-443 and the P226 from Ghosts (rather than its own animation from that game), the player does not chamber a round regardless if the PDW is empty or not.
The PDWs (as the "Sub Cal" variant) dual-wielded as the marine is currently distracted by the obscure on-going hoverbike race going on at the background.

Submachine Guns


The "AMR9" is a fictional AR15-pattern carbine with a left side charging handle: it is classified as an SMG, even though the magwell indicates that it is chambered in 5.56x45mm. It fires in 5-round bursts (a nonexisting feature in any burst-firing weapon), and for some reason its fire mode is described as "double barrel" (instead of "burst fire") in the HUD in multiplayer. Unique to all SMGs in its category, it can accept a fictional underbarrel grenade launcher.

AAC Honey Badger with magazine removed - 7.62x35mm
In-game menu icon of the "AMR9".
The "AMR9" subgun held by the tactical operator.
Equipping the AMR9 on the high tower pods of Babylon Gardens.
Holding the AMR9; with the AR elements featured in the weapon, it may have been a rebuilt Honey Badger from the previous game, but it is by no means identical.
Iron sights. On a side note, the charging handle on the side of the weapon reciprocates each shot; again, none of the AR variants in real life do that, unless the internal parts are damaged.
Reloading; all of the AR features are present, but the fire selector being positioned in the wrong spot made him all the more distracted and worried because of the fact that there is no "burst" option, despite being a burst-firing weapon. In addition to this, the empty magazine still has bullets modeled in.
Inserting the magazine. Note the "automatic pistol rifle" marking, so presumably it fires entire Beretta 93Rs at people.
Working the charging handle, should all 7 bursts of the SMG (or carbine or PDW?) be expended.
Variants of the AMR9 replace with a new one, the "Pro Pipe" being a wood stock with engravings on it...
... and the "Express" with a more-modern look and tactical feel, along with a fictional future iteration of the ACOG scope. The "9" is printed on the bottom of the rear sights for some variants, though the firing selector markings disappear.


The "ASM1" is essentially a futuristic Thompson Submachine Gun; the campaign version and both the "Speakeasy" and "Royalty" elite supply drop variants in multiplayer come with an M1921 / M1928-style foregrip (though it does not stop the player from attaching a "foregrip" attachment in multiplayer, which does not change the model). It uses a thick dual-column straight magazine with a capacity of 35 rounds in multiplayer, 45 in campaign and 50 in Exo Zombies. The extended magazine attachment in multiplayer gives a 52-round capacity without changing the magazine model, but the "Speakeasy" and "Royalty" variants are actually loaded with a drum magazine; the "Speakeasy" and "Strider" variants also have an actual Thompson stock. The ASM1 is used by Atlas PMC forces, and is one of the most common weapons in the game.

Colt M1921AC Thompson with 20-round magazine - .45 ACP
The "ASM1" in the selection menu.
An Atlas infantry soldier with a standard ASM1 on his side, note similarities between this and the Thompson SMG.
The (infamous, real-life or not) "Speakeasy" variant of the ASM1 in the lobby menu; note the drum magazine, foregrip and the (barely visible) stock, which are all features of the Thompson associated with.
With the space Thompson in hand, he brings it to an air defense base underneath the Golden Gate Bridge - under the threat of an incoming tsunami.
Holding the ASM1, nothing really noteworthy.
Iron sights, seems that the rear sights was a victim of a budget cuts incident involving eye perspective in first person shooters compared to real life. The windage adjustment line marks don't really do much, despite being spared.
Pulling out the magazine; which appears to be modeled after a 20 round magazine.
Inserting a fresh magazine. Markings on the weapons say that is a "US Model [of] 2033", which a number of 4699A, it is classified as an "ASM1 SMG" with the caliber of .45. There is also a large "G. R. ARMAMENTS" marking, which may be one of the weapon manufactures in-universe.
Cocking the handle, it appears that the ASM1 is likely closed-bolt in contrast with the actual Thompson, since the bolt does not lock back to the rear. The charging handle does reciprocate each shot though.
Since "the other wiki" has the same exact shot, Mitchell reloads a non-customized (in game terms) ASM1 in the fission nuclear plant instead, taking a moment to let the campaign version of the foregrip be in the spotlight. The weapon in multiplayer can attach a foregrip to the ASM1 (of all variants), but it is the same foregrip that is used for every other gun in the game.
Hundreds of hours later, having won the lottery for overpowered weapon variants, the Atlas operator admires his "Speakeasy" variant, complete with a drum magazine (which is reflected as an "integral" extended magazine), foregrip and (not seen) wood stock, before being festooned with everything under the sun.


The "MP11" is a fictional SMG which appears to be rebuilt from the Saab Bofors Dynamics CBJ-MS model from Ghosts. One particularly clear sign of this is that the player character always holds it as if it has a foregrip, even when it does not, due to reused animations from the CBJ-MS from Ghosts. Another one is that "Made in Sweden" can be seen on the left side of the gun, the real CBJ-MS being indeed Swedish. Despite all of this, however, the design bears more similarity to the AEK-919K Kashtan with some elements of the Umarex Steel Storm BB submachine gun and a few others.

Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS
AEK-919K Kashtan - 9x18mm Makarov
The "MP11" in the selection menu.
A KVA undercover mercenary holding the MP11.
In a bombed out prison in New Baghdad, the KVA operator investigates the area with his MP11. As mentioned before, the weapon is rebuilt from the CBJ-MS from Ghosts, and thus it shares the same animation set.
As a result of this, it may look like he is holding the foregrip that is integral to the CBJ-MS...
... (though he gets briefly distracted by the irons) ...
... which does not even exist on this submachine gun at all.
Inserting the magazine, to clearly show the "MADE IN SWEDEN" markings which is true of the CBJ-MS's origins.
And once again, pulling the charging handle back once dry. The bolt doesn't appear to have been informed of this, however.
The sand-blasted "Plunderer" variant, along with player-attached suppressor, foregrip and a target-enhancer scope. Some variants (including this one) of the MP11 in-game do not have stocks modeled in; while a stock attachment can be used on this weapon, it does not change its appearance.
Oddly, even target enhancer scopes picked up from enemies will show enemies in red, meaning presumably they are trained to shoot everyone except the glowing ones.


The MP40 has been added via a September 2015 update. This is the only Call of Duty title where the player character holds the underside of the weapon behind the magwell, when in idle. In the other games of the series, the character grasps either the magwell or (incorrectly) the magazine itself. The rate of fire in-game is higher than its real life counterpart, at 800 - 1000 (with the Rapid Fire attachment) RPM by default, or 705 - 882 RPM while using the "Parabellum" variant. This uses the same firing sounds as the "KF5".

MP40 submachine gun - 9x19mm
The MP40 in the selection menu.
A Nigerian security officer with a piece of antique history on his hands. As a museum security officer, he knows one thing left to do...
Nothing says "I love my job" so much as to bring an intact MP40 in a eerily similar rooftop of an on-going skyrise in Greece.
The MP40 in idle, having seen the internet of "what is the best way to hold the MP series of German submachine guns, the Arabian way", he holds the firearm by the underside directly behind the magazine well.
Iron sights; it may not be the best grip to hold the Maschinenpistole, but at least it is better than to have it jam all of the time.
Reloading, the Nigerian officer pulls out the magazine...
... and shoves a new one. This animation does not seem to be shared from earlier games, fortunately to some.
When empty, the bolt locks forward.
Rather than locking the bolt to the rear and slapping it (something that would be seen later in Black Ops III or Vanguard), the player character yanks the charging handle directly, with the bolt locking back to the middle.
After upgrading his MP40 in the Pack-A-Punch lootbox, he holds his "After Burner" with dual mags, a foregrip and a pre-attached laser sight. He had his fair share of fun on that night.


The "SAC3" is a futurized version of the KRISS K10 prototype from 2013, albeit with a stock based on a standard KRISS Vector. The player character always uses a SAC3 in each hand (meaning it has an automatic akimbo "attachment") and it is only available in multiplayer and Exo Zombies. Some variants (such as "JK", "Blood & Glory" and "Pain & Suffering") have removed stocks, while the latter two including the "Sporter" variant have longer barrels. An update later added some supply drop variants that are single-wielded, which come with a red-dot sight attachment by default.

KRISS K10, 2013 prototype - .45 ACP
TDI / KRISS USA Vector - .45 ACP
Menu icon of the "SAC3".
An Argonaut paratrooper holding the SAC3s in both of his hands. While he certainly looks badass, he wouldn't be the star of the show, just yet...
Meanwhile in Exo Zombies, Lilith Swann (Rose McGowan) holds her dual-wielded SAC3s in a doomed Atlas carrier with clipping issues, dooming those who use high FOV.
In preparation for the next round, she drops the magazines on each pair, before the traditional off-screen reload.
After dropping down to the heights of South Korea, the Argonaut holds a single SAC3 "Loner" variant one-handed, the iron sights never get to be used at all, as a fictional red dot sight takes place.
After pulling the magazine out, he awkwardly checks if there are any rounds inside, which there are.
He then inserts the magazine without issue; considering that these single-wielded variants were added after a patch, the reloads seem to be haphazardly animated somewhat.
Using his psychokinetic powers, he drops the magazine down using his one hand rather than interacting it with another.
He inserts a new one in a slightly different angle...
... and pulls the vertical charging handle.
Reloading the blinged out "Pain & Suffering" variant. Note what appears to be a gas tube atop the barrel, which isn't seen on other variants other than the "Thunder & Lighting", presumably because of reasons.


The prototype version of the SIG-Sauer MPX appears as the "KF5", equipped with a carbon fiber handguard. It is the 2013 prototype, as evidenced by the number of diagonal vents above the handguard, though it is fitted with the telescoping stock of the 2012 prototype. It is the primary starting weapon for the Light class in Exo Survival. The charging handle incorrectly reciprocates during firing; it seems that the weapon model wasn't designed for this animation, as missing textures can be seen when the charging handle moves backward. The KF5 features a weapon quirk that the first six rounds (incorrectly described as five rounds) in each magazine will deal increased damage to enemy targets, indicated by the brighter muzzle flash when the weapon fires. It may be attributed that the weapon's first six rounds use a different type of ammunition, though it is unclear if that is the case.

As usual for weapons in the Call of Duty series, the selector switch is set to safe. Interestingly, the empty reloading animation is the same as the "even" animation of the Call of Duty: Black Ops II "Peacekeeper" when the latter's "fast mag" is used.

SIG-Sauer MPX, 2013 prototype - 9x19mm
SIG-Sauer MPX, 2012 prototype - 9x19mm
In-game menu icon of the MPX.
An Atlas campaign veteran with the futurized (or less-than futurized, considering the design stems from its prototypes) MP5 MPX on hand.
Pulling the charging handle upon drawing the MPX in the Artic circle.
Handling the MPX, waiting for further orders.
Aiming through the aperture drum sights.
Empty reload; the operator flicks the mag out.
Inserting the magazine.
Pressing the bolt release.
The MPX "Marxman" with a longer barrel (which translates to increased damage range at the cost of damage and recoil), player-customized dual-magazines, suppressor, red dot sight and red overall dressing.
The "Single Stack" variant, which increases the rate of fire at the cost of damage. This variant also appears in singleplayer (albeit without the small device on the side).


The "SN6" is a futuristic HK-style SMG taking most of its style cues from the Heckler & Koch UMP45. Despite clearly having a paddle magazine release (which Mitchell can interact in his reload animations during the singleplayer campaign), it has the same incorrect detaching operation for an empty magazine as the AK-12 in multiplayer. The left side of the receiver indicates "Made in America" and "9x19 Luger", but weapon in-game has a straight magazine (which holds 30 rounds in Exo Zombies, 32 rounds for all other modes); the actual UMP is German, and one with a straight magazine would be chambered in .45 ACP or .40 S&W. The weapon itself borrows a strange attribute from the "HAMR" light machine gun in Black Ops II, wherein the first four (three incorrectly mentioned in its weapon description) shots of each burst fire faster at 1090 RPM, while the remainder of the shots in a burst fire at 800 RPM. The weapon's attributes are likely inspired by the hyperburst feature in the AN-94 rifle.

Heckler & Koch UMP45 - .45 ACP
In-game menu icon of the "SN6".
An Atlas MP holding the SN6.
After a traffic jam in Lagos gone wrong, Mitchell draws his SN6, slapping the bolt like a typical HK firearm.
With the SN6 on hand, he wonders if other parts of the world suffer terrible traffic jams during the 2060s. The two wide vents on the top emanate visible smoke during the first four initial rounds when firing the weapon. Attaching a suppressor mitigates this.
Aiming, using the holographic markings as its rear sight.
As mentioned earlier, Mitchell is probably the only one who took notice of the paddle magazine release when reloading.
But that is not all, he can either throw the used magazine to the side...
... retain the used magazine...
... or retain the used magazine to the point that the markings (and fire selector) are shown. This variant of the reload animation is also used when reloading a partial magazine in multiplayer (but not a full magazine, as the auto detaching feature took its place).
Regardless though, when the weapon is empty, he pulls the charging handle on the side.
The MP reloading his "Precision" variant. Attaching a foregrip to the weapon will change its cocking sound for some reason. The "Magistrate", "Cycled", "Executioner", "Money", "The Third" and this variant have longer barrels, with some variants have different muzzle devices and stocks.

Sten Mk II

The Sten Mk II has been added via a November 2015 update. It is properly held from the handguard, unlike in most Call of Duty games where it is held from the magazine.

Sten Mk II - 9x19mm
A British soldier disguised as his counterpart in WW2 from the African campaign (complete with the Sten Mk II), for a celebration in the Parliament of England... sadly in a more pressing manner.
With no time to gear up amongst his crew, he pulls out what he has on his bag: the obsolete Sten gun, putting the bolt from safe to ready.
While staring in shock that the Big Ben is under attack by an unknown enemy force, he clutches on the Sten to stay determined.
He checks the sights, thankfully still present. The weapon icon of the Sten Gun includes a Picatinny rail, although the actual rail on the weapon only appears if any sights are equipped, as this one lacks them by default.
Normally on celebrations like this, he would load blank rounds for acting occasions. But since this is an invasion on British soil...
... this will change (and the magazine too).
Once loaded, he pulls back the cocking handle, with an unfortunate rocket saying hello.
Knowing his ancestors well, he decides to deck out the Sten with post-modern attachments, simply because bringing an obsolete firearm wouldn't fare well against the far technologically superior firearms he will encounter later.


Metal Storm MAUL

The MAUL returns from Ghosts, still called the "Bulldog"; indeed, it appears to share the same model with some touch-ups. It is now only available in standalone configuration, since there is no longer a shotgun accessory option for rifles. It has an incorrect capacity of 6 loads instead of 5, which can be potentially increased further to 9 or underloaded to 4 with the "Berserker" variant. Notably, the player character makes the poor decision (during reloading) of lining up the barrel, then driving it fully into place by slapping the muzzle; this breaks just about the #1 rule of firearm safety: "Don't point a firearm at anything you aren't willing to destroy- such as, say, your own hand". Attaching a suppressor or fast reloading the weapon will make the player character push the barrel with their fingers or simply not push the barrel at all, respectively.

Variants of the MAUL change the stock ("Man-o-War", "Grip Taped", "Quick Barrel" all use unique stocks while the "Face Hammer" and "Mancy" use solid stocks), while "Carnage" removes the stock (despite using the "Man-o-War" stock in its weapon icon).

MAUL shotgun in standalone configuration - 12 gauge preloaded barrel
A Sentinel Intel operative with her MAUL shotgun. While not seen in this view, there are spare barrels in the stock (which only appears in default gun and the variants of it that use the original stock); these are never used.
Having got one in a 3D Printer (as opposed to getting one right off the bat), Oz (John Malkovich) pulls the MAUL out, in Exo Zombies.
The MAUL at the ready inside of an Atlas RND facility. Knowing he would be doomed anyway, Oz takes his chances.
Aiming through the iron sights.
Several shots later, he pulls out the preloaded barrel.
And inserts a new one either out of the stock or out of his hyperspace pockets.
Being a janitor, not a trained soldier, gun safety isn't his strongest point (and so as others who reload the weapon normally).
The "Carnage" variant, which does not have a stock modeled onto the gun.
"Quick Barrel" variant, showing off its customized stock.
Reloading the variant. With a suppressor attached, slamming the muzzle isn't an option, which is a good thing.


The "Tac-19" is a reworked version of the UTAS UTS-15 model from Ghosts; interestingly, the game files refer this weapon to as the "UTS-19". It now only has a capacity of 6 rounds, which is at least correct for the reloading animation. The weapon now features a massive forward section and is apparently some sort of concussive sonic cannon rather than a conventional firearm, meaning presumably the cartridges are some kind of energy cell or reactant. Mechanically, however, it is handled as a standard shotgun, with the spherical blast effect purely cosmetic; the weapon actually fires eight hitscan "pellets".

It is the primary starting weapon for the Specialist class in Exo Survival.

Gen 2 UTAS UTS-15 - 12 gauge
In-game menu icon of the "Tac-19".
The Tac-19 in the hands of a KVA operator.
The Tac-19 in downtown New Baghdad.
Pumping the weapon after firing.
Inserting "shells" or whatever the shotgun loads.
Pumping after all shells are filled, typical for the series.
"Round House" variant.
Reloading the "Haymaker" variant.



The prototype AK-12 returns from Ghosts, this time with bakelite magazines from the AK-74. Its model and animations are similar to that in Ghosts, but with a lighter paint job, and a different empty reload animation that shows the magazine spontaneously detaching itself without input from the player character. The iron sights have been changed from Ghosts, making them less true to that of the real weapon; the front sight is also mounted on the gas block. However, the singleplayer version has the actual front sight seen in Ghosts (including that fact that it is attached to the muzzle brake, like the real 2012 prototype of the AK-12), and some supply drop variants (such as "G", "Wrecker", "Feeder", "Finger Tap", and "R.I.P.", the latter referring to the late Mikhail Kalashnikov, the designer of the AK series) in multiplayer have the correct front and rear sights (with some such as "Grenadier", "Hair Trigger", "Bleeder", and "Lance" only one of the correct sights).

AK-12 - 5.45x39mm, 2012 prototype
Multiplayer menu icon of the AK-12.
The AK-12 in the hands of a Nigerian special forces operator (as a side note, some of the cosmetic options that are used from the Nigerian parts are reused for the North Korean soldiers in the opening mission).
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"Finger Trap" variant, with its correct iron sights.
Aiming the "Finger Trap" sights.
Reloading the "Grenadier" variant.

AK-47/AKM Hybrid

A hybrid of the AK-47 and the AKM has been added to multiplayer as the "AK-47", via a September 2015 update. It has many visual features of the AK-47 Type II (most notably the buttstock with the sling loop and the metal stock mounting bracket), but combined with an AKM-style ribbed dust cover and barrel trunnion. The rear of the receiver also has two rivets positioned similarly to those of an AKM. The barrel is slightly elongated (extending past the front sight), and there is a scope mount by default. The reloading animation has been changed compared to past Call of Duty games, being similar to the in-game AK-12, but with the finger sensibly engaging the magazine release on an empty/fast reload as opposed to the weird automatic detaching operation of the former.

Type II AK-47 - 7.62x39mm
AKM - 7.62x39mm
The AK along with the Nigerian support operator.
Bringing up the AK hybrid.
Aiming. Note that the charging handle doesn't move when firing.
Inserting the magazine.
Empty reload, note the finger pushing the magazine release.
Chambering a new round.


The "Bal-27" is a fictional weapon built from the MSBS-5.56B Radon model from Ghosts into something resembling the FN F2000 Tactical - though, rather than a standard magazine, it feeds from a P90-style dorsal polycarbonate box magazine that loads into a compartment on top of the stock; as a result of this, it cannot take the Dual Magazine modification. The magazine holds 30 rounds in both singleplayer and Exo Zombies, and 32 - 48 in multiplayer by default or 35 - 52 with the "SPR" variant. It appears to be the primary weapon for Atlas PMC troops, and is used by them throughout the campaign.

Despite the proportions of the rounds suggesting it is an SMG, it is classified as an assault rifle. A bizarre attribute for the weapon in multiplayer is that the first 4 rounds fire at 666 RPM, while the fifth shot and afterwards would fire at 705 RPM, in reverse of the "SN6" mentioned above and the "HBRa3" below. All shots after the fifth shot emit smoke at the vents of the weapon, attaching a suppressor diminishes that effect. The variable fire rate does not exist in singleplayer, and all shots are fired from this weapon are at 857 RPM. It is unclear how the "Bal-27" ejects its casings, since there is no modeled ejection port on the right side of the gun, only a mirror of the left side (which can be seen by increasing the mouse sensitivity or looking its third person model).

MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm
FN P90 TR with optics removed - 5.7x28mm
FN FS2000 CQB - 5.56x45mm NATO
Having traded his "EM1" beam weapon for a Bal-27, the Atlas Recon Beamer (which appears as an opponent in Exo Survival) holds the franken-bullpup at the ready.
Shortly after "pressing F to pay respects", the first thing one sees after that is Mitchell briefly inspecting his Bal-27 in a simulated training environment.
Sometime after that, Mitchell chambers the bullpup upon drawing it.
The Bal in idle; the weapon in this specific sequence has the Atlas Corporation markings printed out on the side, while the versions outside of it do not.
Iron sights.
All reloads involve opening some cover behind the weapon's rear sight that blocks the magazine, which Mitchell himself interacts in non-empty reload animations, or the gun's cover opening up itself in empty magazines. Once the magazine is inserted, Mitchell closes the cover by slamming it downwards or by flicking the gun.
Like the SN6 before it, the Bal-27 features three (or six, if you count both empty and non-empty) unique reload animations only available in singleplayer. This variant of the reload animation is the non-empty one in multiplayer.
Attaching a grenade launcher overrides the weapon's reload animations to the third variant, which involves flicking the gun to close the cover in a non-empty reload. This also happens in multiplayer.
Chambering the weapon once again after an empty reload.
The "AE" supply drop variant of the "Bal-27", which is notably obtained by pre-ordering certain editions of the game.

Beretta ARX-160

The Beretta ARX-160 returns from Ghosts, with a reskinned model; it is now drab green rather than white, does not automatically mount a laser sight, and has a sling added. It still has markings suggesting it is chambered in 5.45x39mm, and oddly retains the US flag on the side of the receiver, despite being mostly used by Korean and KVA forces (though the latter is plausible considering that the faction is a terrorist organization). It incorrectly fires in 3-round burst mode instead of fully-automatic, and still has the issue on the fire selector seen in Ghosts. The "Superlite", "Head Shot", and the "Damnation" supply drop variants has an elongated barrel like that of the civilian ARX-100 variant. It still uses the same "CO2" black cased rounds when reloading (a holdover from Ghosts, once again), despite the weapon ejecting brass when firing.

While both campaign and Exo Zombies versions of the rifle hold 30 rounds, the multiplayer version holds 45 rounds instead, despite using the same magazine model.

Beretta ARX-160 Coyote brown with 11.89" barrel - 5.56x45mm
The ARX-160 wielded by the Atlas "Whiteout" operative (with some creative liberty changes from the set).
Unfolding the stock of the ARX, which is the same as Ghosts.
The rifle in shelter on the Rocky Mountains.
Iron sights.
Tossing out the magazine.
Inserting a new one. At least the flag marking helps him know where he is right now.
Pulling the charging handle.
Beretta ARX-100, the civilian version of the ARX-160 - 5.56x45mm
Menu icon of the "ARX-160 - Damnation." Note the strange AK-style stock; only this variant and "Steel Bite" use different wood stocks.
The "Superlite" with a longer barrel and a longer gas tube; it's no OSA, but it'll do.

Browning BLR

The Browning BLR has been added via a November 2015 update, and is simply referred to as "Lever Action". The lever is operated extremely fast, making it behave almost like a semi-automatic weapon, similarly to the "M1 Irons". It has a large Wild West Guns style lever loop, which is flip-cocked during an empty reload or first draw in Terminator 2-style, similarly to the Winchester Model 1887 from Call of Duty: Modern Warfare 2 and Call of Duty: Black Ops. In addition, the standard rear sight has been replaced by an extremely large flip-up aperture sight seemingly mounted on the front of the stock; this automatically flips up when the player character aims the rifle, powered by some strange, unknown force.

Browning BLR - .308 Winchester
A scavenger holding the lever-action BLR. Note that the sights are flipped up by default on the third-person model.
Spin-cocking the rifle upon first draw.
The BLR in Liberty Island. The flip-up sights seem to be clipping onto the player's hand on higher FOV.
Iron sights.
Cocking the lever after firing.
Dropping a used magazine, the rounds seem to be too generic to ID.
Inserting a fresh mag. Though BLR by default is rather ornate, the scavenger would need better firearms along the way.
Flipping and chambering the weapon.
"Breecher" variant, which removes the decorative markings for some reason.
"Repeater" variant, along with many player customized bits. Attaching a sight does not flip up the aperture iron sight, though it's not really recommended to aim at that view, as the bolt will hit in one's face.


The "EPM3" is a fictional semi-automatic energy weapon only appearing in multiplayer, seemingly rebuilt from the ground-up using the FN SCAR as its basis or its inspiration. It is fitted with a side-pistol grip (a feature used in the real-life Denel PAW-20) based on the IWI X95 Flattop and fires condensed bolts of energy that deal high damage. Categorized as a "Heavy Weapon" that acts more as a marksman rifle, it features unlimited ammunition as the fictional "EM1" direct energy weapon, but it can overheat; it will do so after around nine to eleven shots if fired rapidly.

Third-Generation FN SCAR-L - 5.56x45mm NATO
IWI X95 Flattop with various accessories - 5.56x45mm
An player disguised as an "EPM3" operator from Exo Survival holding her namesake weapon; Exo Survival enemies mostly use the same customization options as the player in multiplayer modes.
In downtown Detroit, the operator pulls out the certainly-not-a-SCAR.
The EPM3 in idle, a change from the chaotic scenery that is Exo Survival.
Menaced by a horrifying lens flare - that is the sun, the operator fires her EPM3 to show how intimidating would this be.
Though granted, the integral plasma space reactor is something new to deal with.
But it is a new one for sure. Once the reactor cools down, she closes up the reactor...
... and flips a switch. In concept arts, it is an "emergency shut-off switch", although it remains unmarked in the game itself.
The "Magnified" variant, which adds a front shroud near the top of the weapon. This is actually the variant used in the default weapon's Create-a-Class image, as the said shroud is missing when using it.
The "Parsec" variant, with wood furniture added in. Hopefully the wood would insulate well.


The "HBRa3" appears to be a reworking of the CZ 805 BREN model from Ghosts; the resulting weapon seems to take a lot of visual cues from the Robinson Armament XCR. It has a VLTOR style stock, and the magwell indicates that it is chambered in 7.62x39mm, which is possible for both the CZ 805 and the XCR, the actual magazine itself appears to be based on the ASC 20rd 7.62x39mm magazine as evident by its length. It is also fitted with Diamondhead flip-up sights, handguard stop, folding charging handle, custom two tone pistol grip and muzzle brake. As with the SN6, the rifle in multiplayer fires at 857 RPM for the first 4 shots, 625 RPM afterwards.

It appears to be the standard weapon of the US military in the game's universe, though it is also sometimes used by other factions. It is also seen held by a soldier on the game's box cover.

CZ 805 BREN A1 - 5.56x45mm NATO
Robinson Armament XCR - 5.56x45mm
A US Expeditionary marine holding the "HBRa3".
The marines along with Mitchell and Will (foreground, unmasked) holding their "HBRa3s" during the introduction. Note that in the actual mission following this cutscene, the "IMR" replaces the HBRa3 in the player's loadout.
Having entered the frontlines of Seoul, the marine cocks his futuristic "not-an-AR" 5.56 rifle.
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"Raider" variant.
"Bear Fist" variant.


The "IMR" ("Integrated Munitions Rifle") is a fictional assault rifle based on the IWI X95 Flattop model from Ghosts (the thumbhole + cutlass pistol grip resembles the Saritch, which was in BOII). In the game it is described as having an integral 3D printer which appears to actually be a Star Trek replicator since it never requires any additional base materials; it simply regenerates ammunition into the player's reserve, presumably meaning the weapon contains several hundred rounds of ammunition (540/144/148 to be exact, depending on gamemode). The weapon appears to functionally be a liquid propellant rifle using a tank of copper thermite (!) mounted in the stock; this is never replaced, oddly enough. Reloading involves pulling a mysterious tube above the receiver in line with the front of the 3D printer unit, which makes bullets go into to the magazine in a way that is not particularly clear. Since the weapon uses a non-traditional "magazine" of sorts, dual magazines are not supported on this weapon, though how would an extended "magazine" work (as it is an available attachment) is entirely a mystery.

It is not particularly clear how the 3D printer is actually supposed to be useful since it would simply add bulk to the weapon and cannot print different types of ammunition for different targets which would be the only conceivable advantage of such a device, and since the weapon does not have variable charge settings, using liquid propellant would only decrease the mass of propellant carried in a particular space due to the lower density of a liquid compared to a solid.

In gameplay, the IMR in multiplayer and Exo Zombies fires in four round bursts, while the version in singleplayer fires in fully automatic, both of which under a very high 1200 RPM. Certain IMRs with red dot sights encountered in singleplayer have ammunition printing capabilities which print 30 rounds in reserve in a span of 30 seconds all at once, while every other variant encountered throughout the campaign do not have such capabilities. In multiplayer and Exo Zombies however, 4 rounds will be generated every 5 seconds as long as reserve ammunition isn't completely filled. It can also somehow be speed reloaded, despite using the same reload animation when reloading normally.

IWI X95 Flattop with various accessories - 5.56x45mm
Saritch design concept - 7.62x51mm NATO (non-functional)
Concept art of the "IMR" rifle showing the propellant tank and 3D printer. Note the "unbonded aluminum and copper oxide" label on the propellant tank. This means the propellant is copper thermite, a much faster-burning reaction than the more familiar iron thermite, to the point it behaves more like flash powder. Precisely how the weapon would deal with the residual molten copper or survive the immense heat of a thermite reaction inside its receiver is not clear.
A Sentinel special operative holding the "IMR".
In a exoskeleton black market under investigation, the Sentinel operative holds his IMR in case things go south.
Reloading the "Hunter" variant, with a charcoal black finish; perfect for the covert operator.
"Boar Strike" variant, this variant uses a wood stock and (not seen) a custom bridge connecting the bottom of the pistol grip to the stock and propellant tank. Some variants remove the bridge, while others have an extended barrel and/or gas port.
At a combat simulation in a classified location (likely from a repurposed Atlas facility), the Sentinel holds the "Impact" variant. This specific variant is the main variant of the IMR throughout the campaign and the above concept art, at least in first person; as it uses the default multiplayer finish when dropped or used by other characters.
In singleplayer, the only version of the "IMR" that can actually print ammunition is the one that has a printing indicator behind the red dot sight, in contrast in other game modes where all IMRs have 3D printing capabilities (albeit with different mechanics). This version has a unique front sight as well, with the last-generation versions of the game having an unique rear sight on-top of the printing indicator.

M1 Garand

The M1 Garand has been added via a February 2016 update. Like in World at War and Black Ops, a non-empty clip can be manually ejected in a longer reloading process, though it can be speed reloaded (with the reload duration faster than the empty reload).

The M1 Garand is also depicted with a "sticky bolt" which requires a manual push of the bolt to close it at the end of either reload (as with Call of Duty 3 and Call of Duty: World at War - Final Fronts) or at first draw. This scenario is possible for the M1 Garand, though abnormal. It is normally supposed to snap forward automatically after loading a clip.

M1 Garand - .30-06
The M1 Garand in the selection menu.
Like father, like exo-son, the operator holds the M1 rifle.
While abnormal to manually push the bolt, at least this rifle (likely a reproduction, given the future setting) won't give you Garand thumb.
Back on a ski village in the Rocky Mountains, the operator cosplayer patrols the area, M1 Garand on hand.
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Bubba strikes again! The rifle is now filled with various attachments you wouldn't want on a rather authentic rifle. The ACOG placement especially, as that clip and spent rounds will hit your face when you aim.


The M16A4 with A2 handguards has been added via a September 2015 update; it is simply referred to as "M16". It lacks its bolt release paddle for some reason, despite the reload animation showing the character using it.

M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm
The M16A4 held by a Sentinel medic.
At a volcano observatory center in Hawaii, the Sentinel patrols the area with her M16. Unlike previous games featuring the M16, there is no first draw animation.
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A customized bog-standard M16A4 equipped with a fictional foregrip, a suppressor and a bizarrely overcomplicated unfolding thermal sight. Note that the weapon is correctly set to 3-round burst fire.

Mk 14 Mod 0 Enhanced Battle Rifle

The Mk 14 Mod 0 Enhanced Battle Rifle is a retextured version of the model from Ghosts, catagorised as an assault rifle in-game. It is treated more like its Modern Warfare 3 incarnation, with no dedicated scope and sharing the accessories used by other standard rifles. It has the same curious detaching operation of an empty magazine with most other weapons.

Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO
An Atlas patrol officer with the Mk 14 EBR.
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Reloading the "Sport" variant.

Sturmgewehr 44

The Sturmgewehr 44 has been added via an August 2015 update.

Sturmgewehr 44 - 7.92x33mm
Some supply drop variants of the Sturmgewehr 44 in the selection menu.
A KVA militia with what is generally considered an antique assault rifle in his hands.
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Sniper Rifles

"Atlas 20mm"

A giant fictional anti-materiel rifle called the "Atlas 20mm" is available in the game; it is a futuristic version of the Barrett M82A2, with a free-floating barrel resembling that of the WA 2000. Its enormous size means it is held lowered like some rocket launchers in the series, and it can only be fired while using the scope. Oddly, it repeats the error of the Modern Warfare 3 UMP of featuring a caution to read the user manual before use on the side, even though presumably a military-issue weapon would not feature such a warning. Additionally, the weapon is never seen being cocked in any way; while this could be possible were the weapon open-bolt (with some form of mechanism to prevent the bolt from dropping on an empty magazine), such an accuracy-reducing configuration would make precious little sense on a sniper rifle, unless the rifle is used against big targets such as light vehicles or exosuit units, where accuracy isn't much of a concern.

Unlike other sniper rifles, it cannot accept iron sights nor alternative scopes, though the weapon can accept a variable zoom scope in Exo Survival.

Barrett M82A2 with riflescope - .50 BMG
In-game menu icon of the "Atlas 20mm".
An Atlas officer with a giant 20mm firearm that can be best described as a "chonker" of a rifle.
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Aiming through the scope, which is probably the only way one would fire the weapon; note that Advanced Warfare does not feature dual-rendered scopes as Ghosts did, and so the area outside the scope is magnified just as much as the area inside.
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Gepard GM6 Lynx

The Gepard GM6 Lynx is essentially identical to its Ghosts incarnation, including the immobile bubble in its side-mounted cant indicator. In singleplayer it only appears in the mission "Throttle", where it is present among a heap of guns at the beginning of the on-foot section. It has an incorrect magazine capacity of 8 rounds instead of 5. It has the same curious detaching operation of an empty magazine as with most weapons.

Gepard GM6 Lynx - .50 BMG
A Sentinel soldier with the GM6 Lynx on display.
Drawing the GM6. Note the markings read "LEOPARD GM6", which is a corruption of Gepard, the manufacturer of the rifle.
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SVD Dragunov

The SVD Dragunov has been added via a July 2015 update; it is called "SVO" in-game. The firing sounds are reused from the GM6.

SVD Dragunov sniper rifle - 7.62x54mm R
Some supply drop variants of the Dragunov in the selection menu.
A hunter with the SVD.
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The SVD's unscoped iron sights.

Machine Guns


A reworked version of the CETME Ameli pattern is used by Atlas PMC troops. The belt features an odd lighting error; the rounds will reflect the color of the level's sky but not local light sources, which mean, for example, they will appear to be blue in the singleplayer mission "Utopia." The logo on the side of the weapon implies they are now manufactured by the fictional Atlas Corporation. The Ameli depicted in-game has - for no obvious reason - a Heckler & Koch side-folding stock, additional RIS rails on the handguard and new iron sights. As with its counterpart from Ghosts, it fitted with an NB variant muzzle device, but with the MG42-styled charging handle (which incorrectly reciprocates during its first draw and reload animations) of the NA pattern.

The fire rate of the weapon is at 666 RPM by default, instead of the 800 - 1200 RPM that the original weapon has. Using the Rapid Fire attachment, or using certain weapon variants increases to 833 RPM, or 700/800 RPM respectively, with the latter potentially increasing to 882 to 1000 RPM.

CETME Ameli (late NB model) - 5.56x45mm
Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm
An Atlas orbital drop operative with the CETME Ameli.
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The fictional "Pytaek" machine gun appears to be a reworked version of the LSAT model from Ghosts; interestingly, "LSAT" can be seen inscribed below the rear sight, and the game files refer this weapon to as such. Many of the cosmetic alterations also resemble elements of the Heckler & Koch MG5 machine gun (particularly its earlier HK121 variant). The side of the weapon indicates that it is manufactured by "Sledgehammer Industries" and chambered in "7.62mm×51 Caseless", the latter of which suggests a futuristic caliber development, as there is no caseless version the 7.62x51mm NATO round currently in existence. It features a rather unique rear iron sight which is apparently a holo-projector; hovering indirect fire numbers are visible in the air above it at all times, and when aimed the sight ring splits open, leaving two orange circles hanging in the air.

AAI Corporation LSAT light machine gun with front and rear sights removed - 5.56x45mm Caseless
Heckler & Koch HK121 (pre-MG5) - 7.62x51mm NATO
In-game menu icon of the "Pytaek". The forend completely lacks the LSAT's heat shield and has a front sight/gas block combo. It also has the LSAT's Negev/KAC LMG style short top cover, though the rest of the receiver's top is shaped akin to the HK121. The stock also resembles that of the FN SSR.
A Sentinel commando holding the Pytaek machine gun.
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The GAU-19/A is the basis of the "XMG", a dual-wielded drum-fed Gatling gun available only in multiplayer modes. Normally it has retracted barrels, but it has a special "lockdown" mode which extends the barrels and increases rate of fire and damage, at a cost of rendering the player character unable to move. Bizarrely, this mode is the only time in which the barrels actually rotate; in standard mode, they remain in the same alignment, and, just to make things more confusing, reciprocate all at once during firing.

General Dynamics GAU-19/A - .50 BMG
What seems to be something incomprehensible holding the XMGs.
CODAW XMG (2).jpg
CODAW XMG (3).jpg
"Lockdown Mode" extends the barrels and anchors the player character to the ground; oddly, the sights on the weapons are not positioned where they would be useful in this mode, even though this is the only time the weapon can really be fired accurately.
Reloading the XMGs; first, the barrel retracts just briefly to its non-lockdown mode state.
Then the player character lifts the guns right up to reload, presumably so the player can see the rather small drums.
Moments later, these are ejected by what can be assumed to be the same ghost of nonsensical reloads past that automatically removes the magazines from some of the other weapons.
CODAW XMG (8).jpg


Carl Gustav M3

The Carl Gustav M3 returns as the "MAAWS", now classified as a launcher instead of being regulated as a pointstreak. It is seen fitted with a side-mounted (and sideways) reflex sight, which, as with the other launchers, must be aimed through to fire the weapon, an AN/PEQ laser, and a seemingly pointless sling strap wrapped around it.

As with Ghosts, it is depicted as a manually-guided launcher, something that isn't a feature of the real weapon. However, it isn't depicted as a semi-automatic, two shot rocket launcher as depicted in singleplayer. It also does not split its rocket into two as with multiplayer and Extinction.

Carl Gustav M3 - 84mm
In-game model of the Carl Gustav M3.
A Marine holding the Carl Gustav.
Not asking any questions, he aims down through the reflex sight, wondering if the thing can fire homing missiles in the 2070s.
Sliding down with the MAAWS reveals somewhat helpful instructions, if any of them are obeyed at all.


The RPG-7 can secretly be found in the singleplayer mission "Throttle", likely as a development placeholder since it was never intended to be found (as it is called "WEAPON_RPG" in-game). The weapon is mostly recycled from Modern Warfare 3, and has no firing sound.

RPG-7 - 40mm
The RPG-7's glitched third person position in "Throttle".


M18 Smoke Grenade

Two M18 smoke grenades are visible on Gideon's chest rig at the start of the mission "Atlas." These grenades can also be seen in "Marine Shotgun", "KVA Support" and "KVA Believer" cosmetic player chest rigs (or "loadouts" as they're called in-game). These are designated as "G15" red smoke grenades in-universe.

The tactical variant of the fictional "variable grenade" is modeled after the M18 smoke grenade. These grenades have the ability to switched between Flash (which performs exactly how the standard flashbang works in previous games), EMP (which disables enemy drones and other electronics) and Threat (which highlights all enemies behind walls) modes. Tactical variants of the variable grenade turn into blob-like grenades from multiplayer if they're detonated under the "threat" setting. The same applies to the "flash" setting, which turn into a yellow traditional grenade once they're detonated while the "EMP" setting will not leave out any grenade casings at all. This model of grenade only appears in singleplayer (whereas in multiplayer the grenade is replaced by a blob-like grenade with the same function), and they operate the same way as the other variant of the "variable grenade" mentioned below.

M18 smoke grenade
Two M18 smoke grenades are visible among the series of random objects attached to Gideon's chest.
One M18 grenade can be spotted on the chest rig of the Marine operator, while another can be found at the lower pocket. The 12 gauge shotgun shells at the rig (as well as the PMags) seem to be pointless as the shotgun he is wielding isn't rather conventional...
Using another variant, a close look can be seen.
The in-game tactical grenade in Flash mode in the trailer.

RGD-5 hand grenade

A pair of RGD-5 hand grenades are visible on the "Nigerian Armoured" chest rig in multiplayer. These have a orange stripe and a black paint-scheme, which may have been modeled after the training variant. These grenades are not usable.

URG-N RGD-5 training grenade
A Nigerian armored soldier with Russian surplus on his rig.
Closer look.

"Smart grenade" (Airsoft 40mm grenade)

The lethal variant of the "variable grenade" used in singleplayer is actually based on an Airsoft 40mm "grenade" round with channels for firing a burst of 6mm BBs. It is capable of either regular timed fragmentation setting (which are the traditional explosive grenades seen in previous games), contact setting where it detonates upon hitting surfaces, and most curiously, a "smart" setting which guides the grenade to a valid target like a homing rocket at the player's crosshair. Mitchell switches grenade modes of both types by swiping down with his thumb. On occasion, enemies throw "microwave" grenades (similar to modern-day incendiary grenades, that blink and glow red when thrown), which use the exact same model as the lethal variable grenade. This implies that the variable grenade also has a microwave option, while not available to the player.

It has grenade fuze and safety lever stuck in one end; while it will vent from both ends while stabilizing itself, it does use the BB channels as thrusters when homing in. These grenades are also fired by the "MDL" grenade launcher found in the missions "Induction" and "Crash", though in other missions and in multiplayer the MDL fires a rocket-like round instead. Precisely how one could fit a sensor suite, computerized target assessment and guidance system and a set of thrusters into a grenade body and still have any room left for explosives is not clear. Throwing a variable grenade under the smart setting without sufficient distance to arm itself to guide to the targets will simply be defused, falling to ground without any detonation (which is a similar scenario in previous games: firing a grenade launcher without sufficient arming distance will be defused) and it cannot be picked up. The contact setting has no such sort of safety system, and it can be detonated in any distance (even if it leads to the user's death).

In multiplayer, the player character is much too lazy to actually throw grenades and so instead uses a wrist-mounted launcher which fires odd, vaguely organic-looking glowy blobs which look like either an executive toy or something a Metroid would hatch out of. Characters in Exo Zombies will bother pulling the pin of the blob-looking grenade, but only if they do not have their exoskeleton on. The lethal variant only appears in singleplayer (with the smart setting exclusive to it, separate contact grenades are used in other modes), as traditional frag and semtex grenades only appear in other modes. Both types of variable grenade appear in several chest rigs of the multiplayer character, though they're never used.

Swiss Arms 40mm Airsoft "grenade," a typical example of an Airsoft 40mm round
"It's not stupid, it's advanced."
A smart grenade fired from the MDL in "Induction" is visible flying through the air to the left; not only can this MDL apparently fire entire hand grenades, but it does so with the safety levers still attached.

Mounted weapons

Browning M2HB

Two Browning M2HBs in remote weapon stations (more precisely, two Browning M2 barrels sticking out of remote weapon stations) can be seen mounted on most of the Titan walking tanks in the game, including the one the player can save from a drone swarm in "Induction" and the one that must be destroyed in "Fission." Some Titans, like the ones in "Atlas," lack them.

Browning M2HB on vehicle mount - .50 BMG
In the future, heavy machine guns will have progressed to the point where they no longer require receivers.


DShK heavy machine guns are seen mounted on Ghosts' GAZ-2975 trucks in several missions, and are also seen mounted in the seized building in the mission "Traffic."

DShKM on tripod - 12.7x108mm
Mitchell takes a look at a mounted DShK after dealing with a group of KVA terrorists who had planned for everything except his team's ability to commit point violations of the laws of physics.
Fleeing from a nuclear plant built in accordance with the Command & Conquer school of architecture, Mitchell dashes past a DShK-equipped GAZ-2975.

Heckler & Koch GMG

The Heckler & Koch GMG used on Abrams tanks in Ghosts is seen mounted on the turret of the T-740 tank in the mission "Biolab," though it is not used in the driving section that follows. Two GMGs are also seen mounted on the non-walking tanks seen when Irons' car drives through a hangar in the mission "Atlas;" presumably these tanks are the older T-600s mentioned in "Biolab."

Heckler & Koch GMG on tripod mount - 40x53mm
Two GMGs are visible on the turret side-structures of what is presumably a T-600 tank.
Later, while the characters who are allowed to talk during gameplay plot their escape from the Biolab, Mitchell takes a moment to use his futurescope to admire the GMG mounted on the T-740.

General Dynamics GAU-19/A

The GAU-19/A is also the basis of the mounted miniguns in the multiplayer maps Bio Lab (not to be confused with the aforementioned "Biolab" singleplayer mission), Atlas Gorge and Kremlin, and of the sentry gun scorestreak as well. The two models appear to be based on the GAU-19-based "Death Machine" from Black Ops II; the sentry gun model is substantially reworked, with longer and more slender barrels.

General Dynamics GAU-19/A - .50 BMG
The player character in Exo Survival takes a look at the business end of her sentry gun's futuristic GAU-19/A.

General Dynamics M197 Vulcan

The "GAU-3/A" on the "XS1 Goliath" powered armor is based on the General Dynamics M197 Vulcan. In the singleplayer mission "Terminus" it has a realistic rate of fire, but in "Captured" and in multiplayer it has a very low fire rate of 400 RPM compared to the real 750-1,500 RPM.

General Dynamics M197 Vulcan - 20mm
While participating in ridiculous plan to infiltrate New Baghdad with two robot suits dangling from helicopters, Mitchell makes use of his futuristic M197.

General Electric GAU-8/A Avenger

The futuristic VTOL A-10 replacement used in the "bombing run" scorestreak and seen in several singleplayer missions mounts a General Electric GAU-8/A Avenger cannon under the nose. It is incorrectly depicted with eight barrels instead of seven barrels.

General Electric GAU-8/A Avenger - 30x173mm
The GAU-8/A in rest along with the A-10.
Another GAU-8/A mounted to the A-10 in "Armada".

M61 Vulcan

M61 Vulcan cannons in Phalanx installations can be seen mounted on the distant fictional US destroyers seen in "Collapse" and "Armada." The ships seem oddly apathetic about actually using them.

Phalanx Block 1B with improved barrels and FLIR - 20x102mm
A low-detailed Vulcan in a US destroyer vessel in "Armada".



A crossbow with modern-furniture and futurized sights appears in multiplayer, firing only explosive bolts as with the likes of the Black Ops series. Unlike Black Ops II though, it can only accept scopes with no ability to fire three shots at the time.

Unusable Weapons

Beretta 92FS

As in Modern Warfare 3, in Exo Survival mode an icon of a Beretta 92FS is used to mark the position of the Weapon Armory, where the players can buy and upgrade their weapons.

Beretta 92FS - 9x19mm Parabellum

Charleville Model 1777 Flintlock Musket

The collection in "Sentinel" also includes what appear to be a pair of Model 1777 Charleville Muskets. They cannot be used.

Charleville Mousquet Modèle 1777 - .69 caliber
Completely ignoring his current mission, Mitchell takes a look at Irons' irons.

Unidentified holstered pistol

What appears to be a stylized Smith & Wesson M&P or Walther P99 variant (or at best, a hybrid of it) is seen holstered on some multiplayer operator skins and most campaign soldiers.

Smith & Wesson M&P9 - 9x19mm Parabellum
Walther P99 - Military version - 9x19mm
An Atlas-geared multiplayer operative not-really-holding a Blunderbuss; the slightly-futurized pistol sits holstered across his chest. Note that the P99-like pistol grip, along with the M&P-ish beavertail and slide.

Winchester Model 1885

The collection in "Sentinel" also includes a Winchester Model 1885 rifle fitted with a peep sight and two-step trigger, and with the rear iron sight removed and a what appears to be a Malcolm scope fitted. It cannot be used.

Winchester Model 1885 - .45-70 Government
Mitchell reels as he discovers the true scale of Atlas' advanced weapon programs. Note what seems like Hi-Lux short Malcolm scope replica.

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