From Internet Movie Firearms Database - Guns in Movies, TV and Video Games



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





Call of Duty: WWII PC Boxart Release Date: November 3, 2017 Developer: Sledgehammer Games Publisher: Activision Blizzard Series: Call of Duty Platforms: PC

Playstation 4

Xbox One Genre: First-Person Shooter





Call of Duty: WWII is a first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since Call of Duty: World at War to be set in World War II, and the fifth main WWII title in the series.



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



Overview

WWII uses weapon variants as a part of its multiplayer customization system, much like Advanced Warfare and Infinite Warfare. Many of these weapon variants feature model changes in addition to finish changes, often completely changing the weapon's identity. As a result, on this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. The M1941 Johnson rifle is one exception because the variant crosses over to another weapon category different from the base weapon. A few other cases of borderline weapon distinctions remain as subsections to make management easier.

Somewhat interestingly, the extended magazine attachment in WWII always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.

Handguns

Handguns, alongside the SMGs, are the only weapons in WWII that can use suppressors. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April 2018 update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors.

Colt M1911A1

The M1911A1 is the main American sidearm. Interestingly, the "extended magazine" attachment gives the gun extremely long magazines, similar to those commonly associated with the M1911A1 machine pistol, but only increases the capacity from 7 to 10 rounds.

When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker "Bacon and Eggs".

Colt M1911A1 - .45 ACP

The Colt in-game.

Reloading. Note the "Scapareli Ind. U.S.A." markings on the slide.

A suppressed M1911, used in the "Ambush" mission towards the end of the campaign.

Colt Model 1902

The "Jupiter" variant of the M1911A1 appears to be a Colt Model 1902 Sporting Model, albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.

Colt M1902 Sporting Model - .38 ACP

Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super

The "Jupiter II" in the weapon selection menu.

A side view. Note that the "Colt" text on the grip has been replaced with ".45 CAL" and that there is simply a circle where the Colt logo should be.

Steyr M1912

The "Juno" variant of the M1911A1 makes it resemble a Steyr M1912. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the P.16 variant of the M1912 had a similar slide stop lever, but on the opposite side), and the lanyard loop is removed from the base of the grip.

The "Totalize" variant also has an M1912's slide, but uses a standard M1911A1 frame.

Steyr-Hahn M1912 - 9x23mm Steyr

The "Juno" variant as seen in the weapon selection menu.

A soldier checks out his mutant Steyr-Colt on the range.

The "Totalize II" variant as seen in the weapon selection menu.

Enfield No. 2

An Enfield No. 2 can be seen in the holster of 1st Lieutenant Joseph Turner (Jeffrey Pierce) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. It is incorrectly depicted with a swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. It strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity (it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity).

Its appearance in the form of a swing-out cylinder revolver is strange, because a careful examination of the model makes it to be exactly the real Enfield No. 2, including its top break hinge and latch. So the open cylinder doesn't seem to be holding on to anything; the ejector also seems to be missing, and the spent rounds (more precisely, the only one round) just drop independently.

Being a British sidearm, the Enfield No. 2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the Colt M1917. Even then, the SOE preferred more covert weapons such as the Welrod.

Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&W

Daniels (Brett Zimmerman) holds Turner's revolver.

The floating speed loader might show up sometimes because of a bug.

Aiming the No. 2. The hammer seems have had some problems as well in this instance.

"Enfield No. 2"

A completely different top-break revolver named the "Enfield No. 2" was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out Colt and Smith & Wesson revolvers, and the rest of it appears to be based on a Smith & Wesson .44 Double Action.

The "Rebuker" variant has a shortened barrel, while the "Obstructor" variant is just the default weapon with a finish.

When Pack-A-Punched in Zombies mode, it becomes the "Bulldog" (actually a different British revolver altogether), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).

Smith & Wesson .44 Double Action - .44 Russian

Colt Police Positive with 4" Barrel - .38 Special

Enfield No.2 Mk.1* - .38 S&W

The Enfield impostor revolver in multiplayer, on the "Flak Tower" level.

Aiming with the rather rudimentary sights.

Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.

Loading some more in with a speedloader.

The inspection animation, which shows the character half-cocking the hammer and then resetting it.

Colt Single Action Army

As if the multiplayer variant wasn't strange enough already, the "Repeller II" variant resembles a Colt Single Action Army with a nickel finish, engravings, and a 7.5" barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the Single Action Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the Reichsrevolver M1879, rather than the Enfield.

In the Zombies map The Frozen Dawn, the "Raven Claw" revolver uses the same model as the Repeller II.

2nd Generation Colt SAA w/7.5" "Artillery" barrel and nickel finish - .45 Long Colt

The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.

Starting to reload the Repeller.

Yup, it's a top-break Single Action Army.

Luger P08

The Luger P08 is the main sidearm of the Germans in singleplayer, and the starting sidearm in multiplayer. Equipping the gun with the "Extended Mag" attachment gives it a 32-round Trommelmagazin 08, although the weapon's capacity is only increased to 12 rounds.

Its Pack-A-Punched variant is known as the "GI's Souvenir" (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.

Luger P08 - 9x19mm Parabellum

A German soldier aiming a Luger.

Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.

After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.

Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one. Note the trigger discipline, a safety technique which wasn't used during WWII.

Wary of sleeping Nazi dogs , Rousseau makes her way up a stairwell in the game's stealth mission.

She reloads her P08 after looking at the horrors committed against a soiled pool table.

Trommelmagazin 08. A Soldier running with his Luger equipped with a

Borchardt C-93

The "Der Adler" and "Adlertag" variants of the Luger feature the upper assembly and the bulbous mainspring assembly of the Borchardt C-93, an earlier pistol whose toggle-lock operation inspired the Luger's design.

Borchardt C-93 - 7.65x25mm Borchardt

The "Der Adler" variant.

The "Adlertag" variant.

Duel-wielding a pair of Der Adlers.

Nambu Type 14

The Nambu Type 14 is found as the "Abwehr" variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the "Torch" variant has the barrel, slide and sights of the Nambu, and the "Der Adler" variant has the grip, magazine, trigger, trigger guard and magazine release of the Nambu.

Nambu Type 14 - 8x22mm Nambu

Mauser C96 Hybrid

A hybrid of Mauser C96 variants and derivatives (primarily the original C96 and the M712 Schnellfeuer) is available in the game. The weapon fires in full-auto and by default uses 10-round detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector (but has the M712's magazine release), meaning that it is visually a normal C96 with the M712's magwell and magazines. The receiver's indentations are strangely in the form of a single big block, and resemble the style of C96 prototypes. Lastly, its hammer is a single piece, which does not resemble any normal C96 hammer, lacking the hole for the ring-type hammer and lacking the cones for the cone-type hammer.

During the alpha stage, it was named "M712", while the final release version renamed it to the very generic "Machine Pistol". By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.

When Pack-A-Punched in Zombies mode, it is referred to as the "Red 9", a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.

The "Heimat" and "Metallisch" variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.

Schnellfeuer with 10-round magazine - 7.63x25mm Mauser Mauser Model 712with 10-round magazine - 7.63x25mm Mauser

Pre-War dated Mauser C96 "Broomhandle" Commercial Version - 7.63x25mm Mauser

The "Machine Pistol" in-game. Note the obvious lack of a selector switch.

Mauser C96 Carbine

The "Holzpistole" and "Schlange" variants of the "Machine Pistol" have long barrels like the C96 Carbine variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).

The very rare full stocked C96 carbine - 7.63x25mm Mauser

Holding the "Holzpistole II". Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).

Inspecting the left side...

...and the right side.

Reichsrevolver M1879

The Reichsrevolver M1879 was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the Enfield No. 2 added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.

The "Gilded Torment II" variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some revolver carbines (although Reichsrevolver weren't ever recorded as being put into carbine, and it still lacks a buttstock). The "Oppressor" variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.

The Reichsrevolver becomes the "Glücklicher Punk" when Pack-A-Punched ("Glücklicher" being German for "happier"); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).

Reichsrevolver M1879 - 10.6x25mmR

First World War. A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of theWorld War.

Trying not to think to about these things, he concentrates on the sky instead.

Firing the revolver and thumbing the hammer.

Reloading round-by-round. The player character does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod, although the more expensive commercial versions had this), and seemingly ejects the casings through gravity, which is impossible. An interesting detail is that reloading with the tactical knife "attachment" shows the knife being held inside the player character's left hand during the reload animation.

Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...

The "Oppressor" variant in the weapon selection menu.

The "Gilded Torment II" variant in the weapon selection menu.

Walther P38

The Walther P38 was added as a new pistol in The Resistance event. The gun is no longer called the "Walther P38" like in the previous title: this is most likely because Activision's loss of the James Bond license means they did not renew their licensing agreement to use Walther's trademark. It is instead referred to by the rather generic moniker of "9mm SAP", which likely stands for "semi-automatic pistol".

The "Immunity" and "Privilege" variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the SIG-Sauer P230; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.

It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish Vis wz. 35, which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French Ruby or one of the two French M1935 Pistols, both of which were used by French resistance members.

When upgraded in Zombies mode, the P38 becomes the "Grey Ghost", with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles. The upgraded name of "Grey Ghost" is a reference to P38s manufactured in France following World War II, which were nicknamed "Grey Ghost" due to their distinctive grey parkerized finishes.

Walther P38 - 9x19mm Parabellum

Holding the Walther.

Inserting a new magazine.

Inspecting the right side of an empty P38...

...and the left side. For some reason, the left half of the slide cut-out is filled in.

The "Privilege II" variant in the weapon selection menu.

Walther P38K

The "Rebuff" variant of the P38 has a shortened barrel, making it resemble a Walther P38K.

Walther P38K - 9x19mm Parabellum

The "Rebuff" variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.

Submachine Guns

Submachine Guns in WWII used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.

The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.

Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.

Austen Mk I

The Austen Mk I is featured in multiplayer simply as the "Austen", added in the July 23, 2019 update. Curiously, the stock is always folded in the menu, but is unfolded during play. Additionally, despite using the same 32-round magazines as the normal, prior-added Sten, the Austen holds 25 rounds by default, increasing to a still-too-high 37 with the Extended Mags attachment (which is, as with the Sten, a backwards Trommelmagazin 08).

Austen Mk I - 9x19mm Parabellum

An Austen at the range. Note the unfolded stock.

Inspecting the Austen. This is the "Ferocious II" variant.

The base Austen at the range.

There's actually animation for unfolding the stock.

Bechowiec-1

The Bechowiec-1, a Polish submachine gun manufactured on a small scale under German occupation, was added to the game's multiplayer component in the July 23, 2019 update, under the name "Bechowiec". When Pack-a-Punched it become "The Lighting Catcher".

Bechowiec-1 with bolt in retracted position - 9x19mm Parabellum

A Bechowiec at the range. This one has a red-dot sight attached.

Inspecting the custom Bechowiec.

Beretta Model 38A

The Beretta Model 38A was added in The Resistance event. It is referred to as the "Orso" (Italian for "Bear") in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, and features a strange barrel with fictional barrel perforations found on no real M38 variants. At best, they are a loosely-interpreted version of the barrel perforations of the original upwards-ejecting Model 38 (the in-game weapon is based on the M38A because it ejects leftwards). In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.

The "extended mag" attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.

Being an Italian-standard submachine gun, it's not particularly apparent why it's featured as a resistance-themed SMG. Some more appropriate choices could include the later-added MAS-38, famously used in the assassination of Benito Mussolini by the Italian resistance, the Błyskawica, a submachine gun (rather impressively) manufactured and used by Polish underground resistance forces, or the United Defense M42, which was ordered by the OSS and distributed to various underground resistance forces in Europe. Even the earlier-added Sten itself is an appropriate choice, as countless guns were donated to resistance groups in all theaters of WWII.

The "Twisted II" variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The "Golden Goose" variant has a slightly shortened barrel.

When Pack-A-Punched in Zombies mode, the Model 38 becomes "The Boot" (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.

Beretta Model 38A - 9x19mm Parabellum

The Beretta Model 38A in the multiplayer weapon selection menu.

The Model 38A in MP.

Iron sights.

Reloading the stick magazine.

Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.

Inspecting the chamber.

Błyskawica

The Błyskawica was added to the game in the June 4th 2019 update. When Pack-a-Punched it become the "War Saw", which is a pun on Warsaw, the city where this gun was made.

Błyskawica - 9x19mm Parabellum

The Błyskawica in the combat records menu.

The Błyskawica on the range.

Inspecting the Błyskawica.

Erma EMP

The early model Erma EMP was added to the game in the June 4th 2019 update.

Erma EMP - 9x19mm Parabellum

The Erma EMP in the combat records menu.

A custom EMP on the range.

Inspecting the top.

Erma EMP 44

The Erma EMP 44 prototype was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an MP40 magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation.

Erma EMP 44 - 9x19mm Parabellum

A custom Erma EMP44 at the range.

Haenel-Schmeisser MP28/II

The Haenel-Schmeisser MP28/II appears in the game as the "Waffe 28" (literally "Weapon 28" in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.

The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the "Flapjack".

Haenel-Schmeisser MP28/II - 9x19mm Parabellum

Call of Duty: Infinite Warfare. Holding the MP28, correctly by the handguard rather than the magazine as in

Pulling the bolt back.

When fitted with the "Extended Mag" attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the Bergmann MP18 , accepted this magazine. The Lanchester 's 50-round box magazine compatible with the MP28 could have been used instead.

Inspecting the shortened "Trigger Happy" variant.

Steyr MP34

All the variants of the MP28 feature parts of the Steyr MP34. The "Trigger Happy" and "Oil Can" variants have the MP34's iron sights, as well as custom flash hiders. As for the "Waffenschmiede" and "Soggy" variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a Karabiner 98k, while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.

Steyr-Solothurn MP34 - 9x19mm Parabellum

Holding the "Soggy" Variant.

Inspecting the top...

... and the left side.

LAD machine gun

The LAD (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and was regarded as such by the Soviet Union, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun by IMFDB's definitions. The game certainly treats it like one, at any rate, with higher damage and a deeper, punchier firing sound than the SMGs, along with a large, star-shaped muzzle flash that has nothing to do with the shape of the weapon's actual muzzle brake; it seems to have been quite closely based on the code of another one of the game's machine guns, as it rather obviously ejects large, bottlenecked rifle casings substantially larger than the rounds in the belt. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.

When Pack-a-Punched, it becomes the "Mad Lad".

LAD machine gun (second prototype) - 7.62x25mm Tokarev

The LAD in the combat records menu.

A custom LAD on the range.

Inspecting the right side.

M1A1 Thompson

The M1A1 Thompson is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard "ears" of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.

In multiplayer, the "Handler" variant gains a long ribbed barrel like that of the Auto Ordnance M1927 semi-automatic Thompson, as well as a vertical foregrip.

Its Pack-A-Punched variant is known as the "Chicago Typewriter", a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.

M1A1 Thompson with 30-round magazine - .45 ACP

The Thompson in-game.

Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.

The Thompson, implausibly loaded with a drum magazine.

Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.

The "Handler II" variant in the weapon selection menu.

M1928A1 Thompson

In the campaign, the Thompson used by Sgt. Pierson is actually an M1928A1, as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.

In multiplayer, the "Wilco", "Buck Private" and "Wayfinder" variants of the Thompson are also modeled after M1928A1s. The "Wilco" has a long barrel like the Auto Ordnance M1927, while the "Buck Private" has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The "Wayfinder" variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.

M1928 Thompson with 50-round drum magazine - .45 ACP

Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.

Auto Ordnance M1927 Thompson, for comparison - .45 ACP

Inspecting the "Wilco" variant.

The "Buck Private II" variant in the weapon selection menu.

The "Wayfinder II" variant in the weapon selection menu.

M2 Hyde

The M2 Hyde, the technically-adopted-but-never-mass-produced stepping stone between the M1A1 Thompson and the M3 "Grease Gun", was added to the multiplayer component of WWII in the July 23, 2019 update, under the name "M267" for some reason.

M2 Hyde - .45 ACP

A customized M2 Hyde at the range.

Inspecting the M2 Hyde.

M3 "Grease Gun"

The M3 Grease Gun is the first available submachine gun in multiplayer.

The "Rosie" variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the "We Can Do It" marking on the weapon's left side, is meant as a reference to the WWII-era "Rosie the Riveter" propaganda poster.

The "Roxy" variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.

When upgraded via the Pack-A-Punch machine, the M3 becomes "The Greaser", with a boost to its damage, and both the capacity and reserve ammo count being doubled.

M3 "Grease Gun" - .45 ACP

Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment.

The "Grease Gun" in-game.

Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.

M3A1 "Grease Gun" with an attached suppressor - .45 ACP

A player character attaching a sound suppressor onto his M3, turning it into something like the M3A1 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player character in the campaign level "S.O.E." by SOE operatives.

Spitfire Carbine

The "Candy" and "Brandi" variants of the M3 Grease Gun resemble Spitfire Carbines with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a Sten Mk II.

Spitfire Carbine - .45 ACP

The "Brandi II" Heroic variant in the weapon selection menu.

Holding the "Brandi".

Inspecting the left...

...and the right side.

MAS-38

The MAS-38 was added in the Operation: Shamrock & Awe event. It is referred to as "M-38". The extended magazine model is a fictional curved magazine. The "Homestead" variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war MAT-49/54.

When Pack-A-Punched, the MAS-38 becomes the "Casket King", a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the king into his casket). The "Casket King" has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.

MAS-38 - 7.65x20mm Longue

A custom MAS-38 at the range.

MAS-48

The "Top O' The Mornin" variant is an anachronistic MAS-48 with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe). It still features the MAS-38's bolt so it can reuse the original weapon's animations.

MAS-48 - 9x19mm Parabellum

The "Top O' The Mornin" variant in the multiplayer weapon selection menu.

MP40

The iconic MP40 is the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the "Extended Mag" attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental MP 40/I, loads two separate magazines into a sliding assembly and requires manual magazine switching.

The "All-Out" variant has the stock folded (unlike the base weapon, which has it unfolded), while the "Son of Mars" variant has the barrel shroud of an MP28 and a different folding stock.

Its Pack-A-Punched variant is the "Hardly Werkeing" (a play on the movie Hardly Working and the German word "Werke", which means "factory" (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.

MP40 with brown bakelite lower receiver - 9x19mm Parabellum

The MP40 in-game. Like in many WWII games and movies, the player character holds the gun by the magazine, which would increase the risk of jamming it.

Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.

Performing a quick mag change.

Pulling the charging handle.

A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.

MP41

The "Wunderwaffe" and "Do-Re-Mi" variants of the MP40 turn it into an MP41, but with a longer barrel.

MP41 - 9x19mm Parabellum

Holding the "Do-Re-Mi" variant.

Inspecting the gun; note the MP41's fire selector above the trigger guard.

Nambu Type II

The super-rare Nambu Type II was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game Type 100.

The Type II is depicted with a charging handle to the right side of the weapon that does not exist in reality; in reality, the Type II operated on a principle similar to the Gustloff Volkssturmgewehr, where the entire front section of the gun and the barrel shroud would recoil when firing (which too is not depicted in-game). The actual charging handle is the tab extended to the left side of the weapon (which would pull back the entire barrel shroud when pulled), depicted as a sling mount in-game.

When Pack-A-Punched, it becomes the "Tokyo Jam", with a doubled magazine capacity and reserve ammo count, and a boost to its damage.

Nambu Type II - 8x22mm Nambu

Holding the Nambu Type II.

Inserting a new magazine.

Rechambering with the fictional charging handle.

Inspecting the left...

... and the right side.

Patchett Machine Carbine

A Sterling SMG, primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.

Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.

As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.

When Pack-A-Punched, it becomes "The British 6" (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.

Patchett toolroom prototype of the Sterling SMG - 9x19mm Parabellum

Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm Parabellum

Sterling L2A3 (Mk.4) - 9x19mm Parabellum

The Sterling at the range, with the extended magazine.

Reloading the Sterling.

A customized Sterling in multiplayer.

PPSh-41

The PPSh-41 is one of WWII's base game submachine guns. It starts with the 35-round stick magazine, and the drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It has the later-version flip rear sight, but the early-version unhooded front sight. Without the extended mags, the PPSh-41 is modeled with a PPS-43 magwell, while the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life.

The "Thrive" and "The Snake" variants seem to have the front end from an SVT-40, and the former also has the collapsible stock of the K-50M and a pistol grip.

The PPSh becomes "Dedushka" (the Russian word for "grandfather") when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the "Extended Mag" 71-round drum.

A special variant, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies map The Final Reich. When Pack-A-Punched, this becomes "Babushka" (Russian for "grandmother"), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).

PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev

The PPSh-41 in-game.

Loading a new 35-round magazine.

Pulling the charging handle.

The PPSh-41 with an extended mag, lacking the PPS-43 magwell. In the beta, the PPSh retained the PPS-43 magwell even with extended mags equipped, and the reload animation showed the drum mag visibly clipping through the magwell.

Reloading the drum mag.

The PPSh-41 equipped with a "lens sight".

Inspecting a PPSh/SVT hybrid.

Iron sights of "The Snake" variant.

PPS-43

The "Iron Curtain" variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the PPS-43. Meanwhile, the "Duck Soup" variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.

PPS-43 - 7.62x25mm Tokarev

The "Duck Soup" PPS-43.

Inspecting the "Duck Soup" PPS-43.

Sten Mk II

The Sten Mk II is one of the weapons added in the Winter Siege event.

As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round Lanchester Mk. I magazine could have been used instead, since it is compatible with the Sten in reality.

Despite its use by British commandos in the Project Nova flashback mission in the first Black Ops game, the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the Suomi KP/-31, a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.

Its Pack-A-Punch variant is "La Resistance", with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the "Extended Mag" attachment, this rises to a whopping 72).

Sten Mk II - 9x19mm Parabellum

The Sten in the Winter Siege trailer.

Call of Duty titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title Advanced Warfare. Holding the Sten. Like mosttitles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title

Aiming down the sights.

Reloading the SMG.

About the give the charging handle a yank.

Sten Mk I

The "Rooted II" variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the Mark V.

Sten Mk I - 9x19mm Parabellum

Sten Mk V - 9x19mm Parabellum

The "Rooted II" variant in the weapon selection menu.

Sten Mk IVA

The "Royal Skull" variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.

Sten Mk IVA - 9x19mm Parabellum

Holding the "Royal Skull" variant.

Inspecting the weapon.

The "Royal Skull" variant in the weapon selection menu.

Tokyo Arsenal Experimental Submachine Gun

The Tokyo Arsenal Experimental Submachine Gun was added to the game under the name "Proto-X1" during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.

Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu

A custom Tokyo Arsenal Experimental SMG at the range.

Reloading the Tokyo Arsenal SMG.

Type 100

The Type 100 submachine gun is a base game multiplayer-only weapon. Unlike in World at War, the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.

The variants (excluding the "Empire") are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the "Checked Out" and "Righteous" variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The "Empire" also has this fixed rear sight, as well as vertical foregrip similar to that of the Sten Mk V; the "Blue Sky" has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.

Its Pack-A-Punched variant is known as the "Blood Type", and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.

Type 100 - 8x22mm Nambu

World at War, the weapon is held by the handguard. The Type 100 in-game. Unlike the Type 100 in, the weapon is held by the handguard.

Aiming the Type 100.

Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the MP28 's. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the "Rifle" class.

Pulling the charging handle.

The "Blue Sky" variant; note the foregrip.

Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu

"Checked Out" with extended magazine in-game.

Inspecting the longer barrel.

ZK-383

The ZK-383 submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the "rapid fire" attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.

When Pack-A-Punched, it becomes the "One-Eyed Mace", with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).

ZK-383 - 9x19mm Parabellum

The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.

Holding the ZK-383 in-game.

Changing the magazine.

Moving the charging handle back in position.

Inspecting the left side.

Shotguns

Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.

Blunderbuss

A Blunderbuss is available as a shotgun in multiplayer in the Attack of the Undead event. It is a slightly modified version of the model from Advanced Warfare.

The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. 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 (8, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod.

Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle.

When upgraded in Zombies mode, the Blunderbuss becomes the "Funderbuss", with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.

Speaking of Zombies mode, the level "Shadowed Throne" features a Wonder Weapon called the "Wunderbuss", which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of "Geistkraft" energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded "Geistbolts", which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.

Modern replica of English 1766 Blunderbuss Flintlock.

The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.

A Blunderbuss at the range.

M30 Luftwaffe Drilling

The rare M30 Luftwaffe Drilling, a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the "Rifle Bullet" attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the Drilling was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.

The "Einfall" and "Valkyrie" variants of the Drilling have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems "fatter", like something on an old coach gun.

Its Pack-A-Punched incarnation is known as "Trips"; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).

M30 Luftwaffe Drilling - 12 gauge & 9.3x74mmR

The Drilling in the selection menu.

The Drilling in-game.

Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.

Using the M30's sights in rifle mode.

Dumping the spent 12 gauge shells: note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round / shells.

Dropping out the spent rifle round.

About to load a new one in, note the incorrect Spitzer bullet.

Pressing the fire selector switch in the inspection animation.

TP-82

"The Triple" and "Door Kicker" variants of the M30 Luftwaffe Drilling turn it into a TP-82, a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the Drilling, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.

The TP-82's barrels are sized up to M30 calibers, the part of the barrel that breaks open is moved forward, and the mechanisms exposed during the reload are changed from the real one's complexities into a carbon copy of the M30's, increasing its resemblance to the M30 Drilling and allowing some animation reuse. The weapon's reload animation is changed to reflect the different position of the break-open lever. However, the fire mode switching animation with the Rifle Bullet attachment is just a tiny shake with a switch sound, in contrast to the default M30 Drilling's actual switching animation involving the selector (the TP-82's actual selector on the left side of the frame is never touched).

TP-82 - 5.45x39mm & 12.5x70mm (roughly 40 gauge)

Inspecting "The Triple" variant. Of note is that the Drilling's inspection animation involves the player character using the Drilling's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.

Walther Toggle-Action

The rare Walther toggle-action shotgun is available, simply referred to as "Toggle Action". The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory "Call of Duty Detachable Magazine Shotgun Quota". The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size.

Due to its fictional detachable box magazine, the reloading procedure is also completely fictionalized. Non-empty reload animations consists of a simple detach-and-replace animation. The empty reload animation sees the player character turn down the crank lever on the right side of the gun to "open the action" (even though this is what the real crank lever does, the in-game bolt is not animated and shut when the crank is turned), replace the magazine, then press a button near the trigger guard to "close the action". While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is instead the safety button, or where it would be since it isn't actually modeled on the in-game weapon.

The "Winter's Wild" and "Dynamo" variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the "Enigma" and "Flag Top" variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.

Its Pack-A-Punched variant is known as "Lucky"; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine,

Walther shotgun - 12 gauge

The Walther shotgun in-game.

Reloading. Note the completely different forearm compared to the image above. Also note the weird plate above the "magazine well", it is not present on the real weapon and is used as the magazine release for the fictional magazine. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.

Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.

Winchester Model 1897 Trench Gun

The Winchester Model 1897 is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a slightly extended magazine tube) instead of 5. It was referred to as "Winchester 1897" and then "M97 Trench Gun" in earlier stages of the game, only to be renamed to simply "Combat Shotgun" in the final version, presumably because of the continuing Winchester trademark.

The "Barbarossa" and "Catchpole" variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.

When upgraded via the Pack-A-Punch machine, the Winchester becomes the "Diplomatic Solution", with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.

Winchester Model 1897 Trench Gun - 12 gauge

A player character carrying a Model 1897 in the MP Reveal Trailer.

The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like this one ) in order to accommodate it.

Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.

Daniels ejects a shell from his Winchester after making a German soldier stumble.

Chamberloading the M1897 with an incendiary shell.

Loading more of the incendiary rounds into the magazine with the right hand.

Winchester Model 1912 Trench Gun

The "Battleaxe" and "Trench Runner" variants of the Winchester Model 1897 turn it into a Winchester Model 1912, also in its military "Trench Gun" configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.

Winchester Model 1912 Trench Gun - 12 gauge

The "Trench Runner" variant, with an outlandish paint job.

The "Battleaxe" variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.

Winchester Model 21

The Winchester Model 21 double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as "Model 21" in early footage, but was later renamed to simply "Sawed-off Shotgun" in the final game, likely because of the continuing Winchester trademark. In multiplayer, the "Domino" variant gives the shotgun full-sized barrels, while the "Cruiser" has a vertical foregrip and further shortened barrels, and the "Crusader" has a sawed-off buttstock. The "Acrobat" variant gets the "Cruiser"'s barrels and foregrip and the "Crusader"'s buttstock.

When Pack-A-Punched, it becomes the "Last Model"; its damage and reserve ammo count are both increased; unlike the M30 Luftwaffe Drilling, it doesn't gain any impossible capacity bonuses.

Winchester Model 21 - 12 gauge

The Winchester Model 21 in the selection menu.

Holding the sawed-off shotgun.

Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.

Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.

Ejecting the right shell.

Reloading both barrels of the Model 21.

Inspecting the "Acrobat" variant.

Self-Loading Rifles

Similarly to World at War, rifles are divided into two main groups: "Rifles", which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and "Sniper Rifles", which primarily consist of bolt-action rifles (as well as a lever-action one, a semi-automatic one, and even two anti-tank rifles) fitted with telescopic sights by default for sniping.

The "Rifles" category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.

Breda PG

The Breda PG was added in the Blitzkrieg event, referred to as "ITRA Burst". The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.

It is functionally analogous to the M8 rifles featured in Call of Duty: Black Ops II and III, even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the M16 from Black Ops III, the weapon has a contradictory description that says "4-round burst semi-automatic rifle", which basically means it fires a four-round burst with every pull of the trigger.

When Pack-A-Punched, the Breda becomes the "Hercules", with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.

Breda PG (original model) - 6.5x52mm Carcano

Breda PG (Costa Rican contract) - 7x57mm Mauser

The base Breda PG. Note the considerably lengthened front end.

Holding the "ITRA Burst".

Loading a fresh magazine.

Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.

Chauchat-Ribeyrolles 1918

The Chauchat-Ribeyrolles 1918 was added to the game in the Days of Summer event, placed in the SMG category. The default half-moon Chauchat magazine incorrectly holds 25 rounds as opposed to the correct 20, while the "extended mag" attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight.

Chauchat-Ribeyrolles 1918 - 8x50mmR Lebel

Battlefield 1, the Chauchat magazine is mirrored to show its dynamically depleting contents to the player. Holding the Chauchat-Ribeyrolles. Like in, the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.

Reloading the Chauchat-Ribeyrolles.

Fedorov Avtomat

The Fedorov Avtomat was added to the game by the Days of Summer event in the rifles category as the "Automaton". This is a literal translation of the Russian term: "avtomat" works rather like "revolver" does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the "Extended Magazine" attachment is simply a longer version of this magazine that holds 37 rounds.

Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka

Holding the "Automaton".

Chambering the new magazine.

FG 42

The Fallschirmjägergewehr 42 is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The "Stinkeroo" and "Revised" variants have circular slotted barrel shrouds, giving them a resemblance to the MG30 machine gun. As for the "Kampfflugzeug" and "Stripe-Happy" variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon.

Its Pack-A-Punched incarnation in Zombies mode is known as the "Device 450", with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).

FG 42 second model - 7.92x57mm Mauser

The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling is wrapped around the gun.

Looking over several suspiciously solid sandbag barriers, FG 42 in hand.

Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.

Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.

The "Revised" variant with extended mag, which resembles a Bren's magazine.

FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.

Holding the scoped FG 42.

Gewehr 43

The Gewehr 43 is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.

The "Chiller" variant is winter-themed, and has a cloth wrapped around the barrel and handguard. The "Kapitan" variant is sawed off to pistol size but has a pistol grip and a folding stock from an M1A1 Carbine, as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a Gewehr 1888).

When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes "Barbarossa's Strike" (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).

Gewehr 43 - 7.92x57mm Mauser

The Gewehr 43 in the Winter Siege trailer.

Holding the G43.

Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.

Rectifying this problem, by inserting a new magazine...

...and releasing the bolt.

Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds, and were straight.

The "Kapitan" variant in the weapon selection menu.

Gewehr 41

The "Nobel II" variant of the Gewehr 43 turns it into a Gewehr 41, albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the "Kapitan" variant.

Gewehr 41 (Walther Design) - 7.92x57mm Mauser

Gewehr 41 (Mauser Design) - 7.92x57mm Mauser

The "Nobel II" variant in the weapon selection menu.

A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.

Grossfuss Sturmgewehr

The Grossfuss Sturmgewehr, a late-war prototype German assault rifle meant to replace the Sturmgewehr 44, was added to multiplayer in the July 23, 2019 update. It is known in-game as the "GBD-79".

Grossfuss Sturmgewehr - 7.92x33mm Kurz

A customized Grossfuss Sturmgewehr at the range.

Inspecting the customized Grossfuss Sturmgewehr. Note the extended magazine, which appears to be a shrunken-down MG15 mag. Despite using the same standard magazines, the StG 44, Gustloff Volkssturmgewehr , Grossfuss Sturmgewehr, and Wimmersperg Spz all have different extended magazine models in-game (all of which are fictional).

Kbsp wz. 38M

The Kbsp wz. 38M (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the "Karabin". A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped Karabiner 98k or Gewehr 43 rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.

"The Patriot" variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.

Kbsp wz. 38M - 7.92x57mm Mauser

The scoped Karabin in game.

Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.

Chambering a new round.

A German soldier aims an unscoped Karabin in the Story Trailer.

The vanilla wz. 38M in the campaign.

Iron sights of the Karabin.

MAS-44

The "Midnight" variant of the Kbsp wz. 38M resembles the French MAS-44 (which actually uses detachable magazines in reality). The "Husky" variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as "The Patriot". Ironically, both the "Midnight" and the "Husky" still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the "Kutusov" variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of "The Patriot".

MAS-44 - 7.5x54mm French

Holding the "Midnight". Judging by its appearance, it was probably never fired and dropped once.

Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.

The "Husky" variant.

Inspecting the "Husky", which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.

M1 Carbine

The M1 Carbine is still erroneously labeled as the "M1A1" as it was in World at War. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.

When Pack-a-Punched in Zombies, it is renamed to "M2 Carbine" and correctly fires in full-auto, though it lacks that version's fire selector as the model does not change.

The "Lil' Biscuit" variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the "Body Snatcher" variant has an elongated barrel and handguard, and a modified version of the in-game front sight.

Us. M1 Carbine - .30 Carbine

A M1 Carbine fitted with a bayonet held by the player. Note the lack of a bayonet lug; compare with the image above.

Releasing the bolt handle. Note that the M1 carbine had incorrectly locked itself open upon firing the last shot when using a normal magazine; the real M1 carbine lacks an automatic bolt hold open, instead only having a manual one, and only 30 round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (which is then immediately released upon removing the empty magazine, making it in essence an empty magazine indicator).

The M1 Carbine with the extended magazine, which holds 22 rounds. It's not the real 30-round "banana" magazine, and seems to be a elongated and curved version of the base magazine.

M1A1 Carbine

The "Bug Juice" and "Bite The Dust" variants of the M1 Carbine have the same visual attributes as the "Lil' Biscuit" and "Body Snatcher" respectively, except that they receive proper M1A1 folding stocks.

M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine

Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine. Reference image for the barrel shroud.

Holding the "Bug Juice" variant.

M1 Garand

The iconic battle rifle of the American forces, the M1 Garand, makes a return in this game. Like in World at War, the weapon can be reloaded mid-clip. When fitted with the "Extended Mag" attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.

The "Front Line" variant has the front sight of an M1 Carbine and a thumbhole stock, while the "Independent" variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a Beretta BM59 Truppe Alpine, which would be entirely anachronistic.

M1 Garand with leather M1917 sling - .30-06

The Garand in-game.

Aiming the M1.

Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.

always close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to never close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in Call of Duty 3, Call of Duty: World at War: Final Fronts, and Call of Duty: Advanced Warfare. Pushing the bolt into battery. While a Garand's action will not necessarilyclose on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it toclose by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in, and

Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the M14 Rifle - .30-06. The in-game "extended mag" isn't exactly modeled after this magazine, though.

Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.

Reloading the BAR-like magazine.

The "Independent II" variant.

The "Front Line II" variant.

T26 Tanker Garand

The "Volunteer" variant of the M1 Garand turns it into a T26 Tanker Garand carbine, albeit with a different front sight. The "Rookie" variant also gets the same aspects, but with the same BM59 pistol grip as the "Independent" and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the "Rookie").

T26 Tanker Garand carbine - .30-06

The "Volunteer" variant.

M2 Carbine

The actual M2 Carbine, accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the "Bug Juice" variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.

Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct.

The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.

M2 Carbine - .30 Carbine

A custom M2 Carbine at the range.

Reloading a custom M2 Carbine.

M1941 Johnson rifle

The "Battle Watch" and "Savior" variants of the M1941 Johnson machine gun turn its visual appearance into that of the M1941 semi-automatic rifle, though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the M1941 machine gun.

M1941 Johnson rifle - .30-06

Holding the "Savior".

Inspecting the rifle.

Aiming down the M1941 rifle-style sights.

PTRS-41

The PTRS-41 anti-tank rifle is available as a sniper rifle in the Attack of the Undead event. As in World at War it is a ridiculous choice for a a single infantryman considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in World at War. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.

The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.

Holding a scoped PTRS.

Simonov AVS-36

The AVS-36 was added to the "rifles" category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the "Extended Mag") instead of 15.

Simonov AVS-36 - 7.62x54mmR

The AVS-36 at the range.

Reloading the AVS-36

Sturmgewehr 44

The Sturmgewehr 44 is the only true assault rifle in the base game. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The "Haywire" variant also has an MP40-type folding stock; this is mechanically impossible, as the StG's stock contains its recoil spring.

Sturmgewehr 44 - 7.92x33mm Kurz

Holding the StG.

Modern Warfare (which in turn based it on its AK reload animation); the animation also appeared in Advanced Warfare. Reloading. This animation is recycled from the first(which in turn based it on its AK reload animation); the animation also appeared in

Pulling the bolt handle (not quite far enough) back to chamber a round.

Examining the StG's other side.

MKb 42(W)

The "Serum" variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. The model's rather unique-looking trio of reinforcing ribs above the grip can be seen on the in-game weapon, confirming the source of the in-game model. It has a cut-down barrel and gas system, a compressed lower receiver (note the length between the trigger guard and the magazine well), and the same MP40-type folding stock as on the "Haywire". Its iron sights are mounted at the same positions as the StG 44 instead of the real weapon's more forward position.

On a side note, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various "Pistol Grip" cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.

MKb 42(W) - 7.92x33mm Kurz

Show us your war face!"

– "Arrrrgh!!"

A look of the "Serum" variant in the multiplayer trailer, equipped with a bayonet. – "– "A look of the "Serum" variant in the multiplayer trailer, equipped with a bayonet.

Inspecting the "Serum" variant. Note the cropped dust cover and exposed bolt carrier.

Sturmgewehr 45(M)

The "Red Baron" and "Shingles" variants of the Sturmgewehr 44 turn it into a Sturmgewehr 45(M), but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.

MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).

A soldier holding his newly acquired "Shingles".

WWII, Epic variants (like the "Shingles") are always dirty or otherwise worn, while the Heroic variants are clean and pristine. Many weapon variants appear in both Epic and Heroic forms (the "Shingles" is not one of them however), with the Heroic variants' names being suffixed with a "two" ("II"). Inspecting the "Shingles" variant of the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn. In, Epic variants (like the "Shingles") are always dirty or otherwise worn, while the Heroic variants are clean and pristine. Many weapon variants appear in both Epic and Heroic forms (the "Shingles" is not one of them however), with the Heroic variants' names being suffixed with a "two" ("II").

Sudayev AS-44

The Sudayev AS-44 assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the "Rifles" category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum. Unlike the real AS-44, the in-game weapon fires from a closed bolt.

Sudayev AS-44 (Model 4) - 7.62x41mm M43

Holding the AS-44.

Inserting a new magazine.

Rechambering with an underhand technique.

Tokarev SVT-40

Yet another weapon returning from previous games, the SVT-40 is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate Gewehr 43 prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.

The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to the AVS 36.

The "Siberian" variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees.

Tokarev SVT-40 - 7.62x54mmR

The SVT in-game.

Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.

Pulling the charging handle.

AG-42 Ljungman

Interestingly, the "Shack Man" variant of the SVT-40 gives it a receiver rather like that of an AG-42 Ljungman rifle, as well as different iron sights and muzzle brake, and a shorter barrel.

AG-42 Ljungman with magazine removed - 6.5x55mm Swedish

The "Shack Man" variant.

Rasheed carbine

The "O.A.O" and "S.O.L." variants resemble the Rasheed carbine, an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the "Shack Man" variant, but has a folding stock and a small pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the "Shack Man" and "O.A.O" variants), a custom muzzle brake and a magazine pouch on the buttstock.

Rasheed carbine - 7.62x39mm

The "O.A.O." variant.

Holding the "O.A.O."

Inspecting the carbine.

The "S.O.L." variant.

Type 5 rifle

The Type 5 Rifle was added to the "rifles" category in the Blitzkrieg event. Essentially a Japanese copy of the M1 Garand, it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.

The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round Arisaka stripper clips, which is the same error previously committed by DICE in Battlefield 1943 and Battlefield: Bad Company 2; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in WWII is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.

Despite its correct lack of a clip latch, mid-magazine reloads are still possible on WWII's Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in Battlefield games, and unlike WWII’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The "Extended Mag" attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a Lee-Enfield rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.

The "Clockwork" variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle.

Type 5 rifle - 7.7x58mm Arisaka

The Type 5 in the weapon selection menu.

The "Clockwork" variant.

Volkssturmgewehr 1-5

The Volkssturmgewehr 1-5 was added in The Resistance event. It is depicted as fully-automatic; whether or not a full-auto version of the Volkssturmgewehr existed in reality is disputed. When the "extended mag" attachment is equipped, the weapon gains a fictional 45-round drum magazine.

The "Goat II" variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The "Defiance" variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.

Volkssturmgewehr 1-5 - 7.92x33mm Kurz

The VSG 1-5 in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion.

The VG 1-5 in the Aachen multiplayer map.

Aiming the Volkssturmewehr.

Giving the rifle a fresh magazine; these are the same as those used by the StG-44

Rechambering the rifle by pulling back its upper assembly. It isn't particularly clear why this is done, since it's not like the weapon doesn't have a charging handle; in fact, the player character's hand is resting on it. "The Goat II" variant has a cutout in the upper assembly that allows the charging handle to move independently, which results in a different animation wherein it is pulled by itself, and further reaffirms that Sledgehammer doesn't understand how this rifle works.

Inspecting the right side of the VG 1-5.

Wimmersperg Spz

The Wimmersperg Spz, a German late-war assault rifle design (actually a family of designs, the in-game weapon being the magazine-pistol-grip styled kv or kr carbine variants) intended to combine bits from both the Sturmgewehr 44 and the Sten to create a cost-saving assault rifle, was physicalized and added to multiplayer in the July 23, 2019 update. No units of the Wimmersperg Spz were known to have ever been made in real life.

The in-game weapon features a standard StG 44 rear sight by default; in real life, the known description of the weapon's concept (from Sturmgewehr! From Firepower to Striking Power by Hans-Dieter Handrich) describes the weapon as having a different rear sight from the StG 44, and the sights also slightly offset to the left. The in-game model does feature a dovetail scope mount to the right of the weapon, matching descriptions of the concept.

Wimmersperg Spz sketch - 7.92x33mm Kurz

A customized Wimmersperg at the range.

Inspecting the customized Wimmersperg. Note the very Sten-like receiver design.

Bolt/Lever Action Rifles

The "sniper rifles" class consists of the following manually-operated rifles & carbines, as well as the aforementioned semi-automatic Kbsp wz. 38M and PTRS-41. The weapons from that category were originally associated with the Mountain division in multiplayer, which allows their users to "Hold Breath", the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.

The "iron sights" attachment was made available for all "sniper rifles" following the Attack of the Undead event, which removes their default optics.

Arisaka Type 38

The Arisaka Type 38 (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the "sniper rifles" category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform "diagonal clip shoving" reloads. The "Extended Mag" attachment attempts to ruin this by giving the weapon a Lee-Enfield-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.

Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of "Defaced Chrysanthemum"; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically "defaced" (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier Murata rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.

For some reason, the side of the scope is marked with 九九式小銃 (kyū kyū shiki shōjū), which means Type 99 rifle.

Arisaka Type 38 - 6.5x50mmSR Arisaka

Arisaka Type 97 - 6.5x50mmSR Arisaka

The Arisaka in first-person.

A look through the Arisaka's scope. The reticle is loosely based on the real Arisaka's sniper scope, having mostly correct horizontal markings but completely different (and somewhat nonsensical) vertical markings. Some of the lower markings are removed, while its upper half is extended upwards and gains a new set of increasing number markings, apparently implying a negative zero of up to -1400 meters (on the real reticle, the numbers start from 0 at the top just above the crosshair, and increase as it goes down). The 2 marking extended to the side, required on the real scope due to its position being located too close to the horizontal axis, is moved above 0 and retained more or less because it looks nice.

Arisaka Type 44 Carbine

The "Black Hornet" variant turns the long Arisaka into an Arisaka Type 44 carbine with an unusable folded bayonet.

Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka

The "Black Hornet" variant.

Arisaka Type 2

The "Ronin II" and "Hydra" variants are Arisaka Type 2 Paratrooper rifles.

Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm

The "Ronin II" variant.

The "Hydra" variant.

De Lisle Carbine

The rare De Lisle Carbine was added to the "sniper rifles" category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual "balance reasons"; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.

Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the "Extended Mag" attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.

When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the "Subsonic Scream" (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.

De Lisle Carbine - .45 ACP

A soldier running with his carbine in the trailer of the United Front DLC.

Karabiner 98k

The Karabiner 98k is available in the game. When Pack-A-Punched in Zombies mode, the Kar98K becomes the "War Model", the English translation of the German term "Kriegsmodell", used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).

Karabiner 98k - 7.92x57mm Mauser

The Kar98k in-game, used without a scope; prior to the Attack of the Undead event, this was the only rifle in the "sniper rifles" category that had the "iron sights" attachment in multiplayer.

WWII, many of which are also found on other base game bolt-action sniper rifles:

* There is no dynamic reload in WWII base game, and the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for rounds still in the rifle or how much ammo is in the player's reserves.

* The stripper clip is attached and loaded diagonally, allowing the rifle to still be reloaded with stripper clips even when scopes are used, which would block stripper clips in reality.

* The stripper clip is shoved into the magazine in its entirety, clip and all. This one seems to have been fixed in a patch however. Reloading; there are several things wrong with the Kar98k's normal reload in, many of which are also found on other base game bolt-action sniper rifles:* There is no dynamic reload inbase game, and the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for rounds still in the rifle or how much ammo is in the player's reserves.* The stripper clip is attached and loaded diagonally, allowing the rifle to still be reloaded with stripper clips even when scopes are used, which would block stripper clips in reality.* The stripper clip is shoved into the magazine in its entirety, clip and all. This one seems to have been fixed in a patch however.

Inspecting a Kar98k fitted with the Extended Mag attachment; the extended mag comes from the rare 20-rounder trench magazine from the earlier Gewehr 98 , which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable.

Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.

The pickup animation of the Karabiner 98k, where Daniels chambers a round.

Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the "Stronghold" mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.

Kb ppanc wz. 35

The Kb ppanc wz. 35, a Polish anti-tank rifle, was added to the game in the June 4th, 2019 update. By default, it is fitted with what appears to be a Russian PU scope on a completely fictitious mount, though the historically-appropriate iron sights are available as an optional "attachment". It incorrectly holds 5 rounds in its 4-round box magazine (or 7 in the fictitious extended one). It appears to have been rather closely based on the code for something else, since its sounds are near-identical to the rest of the rifles (as opposed to the substantially deeper sound of the game's other AT rifle, the PTRS-41), and its ejected casings are both too small and come out too soon. When Pack-a-Punched it becomes the "Show stopper".

wz. 35 - 8x107mm DS

The wz. 35 in the combat records menu.

A custom wz. 35 on the range.

Inspecting the wz. 35.

Lee-Enfield No.4 Mk.I(T)

The Lee-Enfield No.4 Mk.I(T) appears in the game. It was referred to as the "Commonwealth" in the beta, but this was later changed to "Lee Enfield".

The "Sweetie" variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the "Roundabout" and "The Royal" are sawed off to pistol size, though "The Royal" variant still has a No.4 Mk.I buttstock.

Lee-Enfield No.4 Mk.I(T) with scope - .303 British

Lee-Enfield No.4 Mk.I - .303 British

Holding the Lee-Enfield.

Like the Kar98k and the Springfield, the Lee-Enfield is reloaded with a stripper clip loaded in diagonally, allowing it to bypass the scope. The reload also only loads one clip regardless of rounds remaining the gun, allowing it to replenish all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.

Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional. The extended mag is reloaded by detaching and replacing it.

Inspecting "The Royal" variant. Note that the front sight is retained.

MAS-36

The MAS-36 is featured in multiplayer as the "M36", added in the July 23, 2019 update. It incorrectly holds 10 rounds in its 5-round fixed magazine, increasing to 15 with the fictional extended one; even more bizarrely, these are loaded one-by-one (i.e. no stripper clips), regardless of whether or not the weapon has a scope fitted (which wouldn't block the action anyway, since it's mounted onto the barrel and not the receiver).

MAS-36 - 7.5x54mm French

An M36 at the range. This is the "Rancher II" variant.

Inspecting the MAS-36.

The base MAS-36 with iron sights.

Note that even with just iron sights, the rifle is still reloaded one round at a time rather than with a charger.

Mosin Nagant Hybrid

The Mosin Nagant was added to the sniper rifles class in the Days of Summer event. It is referred to as the "3-Line Rifle" (the full designation was the "3-Line Rifle M1891"), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.

Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion, and the full 5-round clip isn't used for every single reload. When the weapon is scoped, the reload has the player character loading three (or less) loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the "iron sights" attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the 7-round "extended mag" is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.

At release, the player character would fail to cover the action during a mid-magazine reload, and unnecessarily covers the actio