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: Modern Warfare (2019) for current discussions. Content is subject to change.





Call of Duty: Modern Warfare Official Box Art Release Date: October 25, 2019 Developer: Infinity Ward Publisher: Activision Series: Call of Duty Platforms: PC

PlayStation 4

Xbox One Genre: First-Person Shooter





Call of Duty: Modern Warfare is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the Call of Duty series. Modern Warfare is a soft reboot of the original Modern Warfare trilogy (Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare 3), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by Barry Sloane rather than Billy Murray), and similar classic Call of Duty gameplay, while telling a completely new story.



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







Overview

Modern Warfare features a more extensive system of weapon customization than earlier Call of Duty games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered "attachments", will take up a mod slot, and will only affect the weapon(s) they are applied to.

There are also "Blueprint" customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players could create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.

Modern Warfare features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous Call of Duty: Infinite Warfare also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in Far Cry 3, 4, and 5).

Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.

For what are apparently legal reasons, many weapons and equipment featured in Modern Warfare have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the "VTOL Jet" killstreak having square air intakes instead of round air intakes; the Heckler & Koch MP7A2 in-game is another good example of this as it also sports a differently shaped receiver and other components.

Additional trivia on weapons in Modern Warfare:

In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.

There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.

Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.

All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.

Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.

Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.

Handguns

Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous Call of Duty games (which generally feature dramatic slide racks instead).

Beretta M9A3

The Beretta M9A3 was added in Season 3 as the "Renetti". It has front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the Beretta 92 series. The right side of the slide is marked "MOD. MIKE 9 - CAL. 9mm Para", a nod to its real designation and the left side states "MADE IN CALIFORNIA" and "SILVERFIELD USA CORP." The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.

The "Renetti" can be turned into a pseudo-Beretta 93R: the "Mk3 Burst Mod" changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the "FTAC SATUS CS-3" or "CS-X" attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.

As of Season 5, the "Renetti" now uses a black slide by default.

Beretta M9A3 - 9x19mm Parabellum

Beretta 92 - 9x19mm Parabellum

Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.

The "Renetti" pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.

Aiming the Beretta.

Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17.

Empty-reloading the pistol.

Maneuvering to release the slide.

Attacking the gas tank cover of a sedan with the M9A3.

Holding a shoulder-stocked Beretta in a traditional fashion.

Beretta 93R - 9x19mm Parabellum, for comparison.

within each burst. Reloading the 93R-style "Renetti" equipped with an additional "Desperado Pro Compensator", "Lightweight Trigger", and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fireeach burst.

"Guard One"

The "Guard One" blueprint of the "Renetti" seems to be inspired by the "Samurai Edge" Berettas of the Resident Evil series, specifically Albert Wesker's two-tone Samurai Edge.

Resident Evil video game series. Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from thevideo game series.

Beretta 92FS with attached SGS compensator - 9x19mm

The "Guard One" blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.

Acquiring a "Guard One" found in multiplayer. The M9A3's draw animation shows the user cocking the hammer.

Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears as the ".50 GS". It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 AE version in the alpha, but this was replaced in the beta with generic ".50 pistol" rounds.

The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.

The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.

The "Royal Decree" blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.

Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE

The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.

Aiming down the Desert Eagle's iron sights.

Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by "Forge Tac Manufacturing", the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.

Upon empty, the player character dramatically dumps out the magazine.

Releasing the slide after mashing in a new mag.

In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.

Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end.

A player character holds a Desert Eagle Mark XIX fitted with a compensator.

An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.

Glock 21

The Glock 21 appears in-game as the "X16". It has a tan frame, and the slide has the appropriate ".45 Auto" markings, though the Glock logo has been replaced by that of the fictitious "XRK Texas". It is frequently used by the enemies in-game, including Russian forces.

It's one of the firearms available to Farah in the flashback mission "Captive". In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of "Into the Furnace", even though she obviously acquired enough combat experience by that time.

One of the customization options is the ability to equip the gun with a Glock 41-style slide (Gen 4 only) via the "Singuard Arms Advantage" barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.

Glock 21 (3rd Generation) - .45 ACP

Titanfall, a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose. The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the "Smart Pistol" from, a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.

Aiming down the three-dot style sights.

Performing a mag swap with the pistol.

Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.

The acquiring animation of the G21 - the user performs a brass check.

A stocked Glock held in a more typical style.

Glock 41 - .45 ACP

Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.

Glock 18C

The "Singuard Arms Featherweight" barrel attachment turns the weapon into a Glock 18C, indicated by the fire selector, the "9x19" markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.

Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.

Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.

"The Howler"

"The Howler" (a PS4 exclusive), "Impossible Task", "Chisel", and "Draugr" blueprints have a modified slide and frame, with the former resembling that of a Springfield Armory XDM (also available on the default Glock 21 via the "Vanguard Elite" attachment), and the latter looking like that of a Smith & Wesson M&P.

Springfield Armory XD-M 5.25 - .45 ACP

Smith & Wesson M&P45 with 4.5" barrel - .45 ACP

A preview of the "Impossible Task".

"Urban Defiler"

The "Urban Defiler" blueprint modification has a grip, trigger guard and accessory rail very similar to those of an Arsenal Firearms Strike One, along with a custom slide. This is also the case for the "Quick Hit" and "Cherry Blossom", and the same type of frame is used on the "Pegasus", "Gemcutter", "Greenback", "Peace and Tranquility", and "Guac My World" blueprints.

Arsenal Firearms Strike One - 9x19mm Parabellum

A preview of the "Urban Defiler" without its included attachments.

The weapon in-game, in the bowels of a cargo ship.

Aiming the pistol.

Wrapping up a tactical reload, with the used magazine in hand.

Chambering a round on the empty reload.

Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.

Kimber Custom TLE/RL II

The Kimber Custom TLE/RL II is featured in the game, and is fitted with traditional M1911A1 style grips. It is simply referred to as "1911" in the HUD/loadout, though the right side of the slide actually has "Custom TLE RL II" markings. In the mission "Embedded", Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.

The "Riptide" blueprint added in Season 1 is fitted with a Kimber Warrior's grips, and is equipped by default with the "1911 Stalker" barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the "Callous" blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. "Callous" most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). "Callous" suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the "Callous" barrel attachment (".45 Compact" attachment, though modelled as a standard-length slide) is removed, the default slide "under" it is not the default one as one would expect, but the stainless slide and gold barrel version from "The Invader" blueprint; this is most likely a bug/oversight.

Kimber Custom TLE/RL II - .45 ACP

Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.

Sighting in the target with the .45.

Changing out seven-round magazines.

In a series first, the game actually shows the slide stop on the 1911 engaging the slide on empty reloads.

Thumbing the slide release on empty.

Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.

Alex fits an oil can on his Kimber in the mission "Embedded". Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.

Press-checking a customized Kimber 1911.

Equipping a pair of 1911s, which shows some clipping of the reflex sights.

"Javelina"

The unique "Javelina" is a blueprint modification available to owners of the Operator edition. It looks similar to an STI Tactical, but has an STI Costa Comp Carry style rectangular cutout on the left side of the slide. The "Corax", "Bite Strength" and "Blue Dwarf" blueprints also have this resemblance, and the "Obsidian Carat" has an identical frame, but requires the "1911 Stalker" attachment in order to match the slide as well.

STI Tactical 5.0 - 9x19mm / .40 S&W / .45 ACP

The "Blue Dwarf" STI-style 1911.

Reloading a "Javelina" found in multiplayer.

SIG-Sauer P320 RX

The SIG-Sauer P320 RX, identified by the optic cut on the slide, appears under the fictional designation "M19". SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has an intermediate length and height between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the "XRK L Super" or the "XRK V Extended" barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three "mini reflex" sight options, along with other attachments. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.

Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the "Piccadilly" singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&W is a personal favorite of Captain Price, as prepared for him by Nikolai in the "Old Comrades" mission. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.

All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually an M1911 in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).

SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm

SIG-Sauer P320 RX Full Size - 9x19mm

The "M19" in game.

Aiming the handgun.

Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX.

Powerstroking the slide from empty.

Drawing a P320 - as with the other pistols, the operator checks the chamber.

Officer Kyle Garrick firing a P320 at a terrorist in London.

The "Dirty Business" P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and "lightweight trigger" attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.

Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.

".357"

The ".357" is a hybrid between the Colt Anaconda and the Smith & Wesson Model 581. The front sight and the cylinder release latch are from the Smith & Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a Colt Python, and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both "snake shot" and "buckshot" in Gunsmith.

The game files refer the revolver to as "cpapa"; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that "CP" in this case stands for "Colt Python", which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the "Hometown" flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.

By default, the "universal" revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.

The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in "Embedded" can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.

On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.

Colt Anaconda with 6" barrel and Pachmayr grips - .44 Magnum

Smith & Wesson Model 581 - .357 Magnum

Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum

A .357 in multiplayer, wielded by Golem.

Aiming the revolver.

About to fire; note the hammer in full cock.

Opening up the cylinder to reload.

Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.

Sliding in a fresh speedloader of ammo.

Meleeing with the Magnum, which shows its right side.

About to close the cylinder on a .357 with a long barrel and wood, VSS Vintorez/Dragunov hybrid shoulder stock.

The revolver as seen in one of the trailers. Here, it is fitted with the ".357 Long" barrel attachment, which changes the frankenbarrel from the default 6" length to 8" Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.

The hidden revolver found in "Embedded", fitted with an oil filter suppressor, which sounds about as silly as it appears.

But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.

The .357 uses a different set of animations in the level "Hometown". As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.

Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.

Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.

Call of Duty: Ghosts, the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked. Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in, the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.

"XRK .357"

The "XRK .357" blueprint modification is a custom black revolver with integral underbarrel rails featured in the "XRK" pack. It appears to be based on the Smith & Wesson Model 327 Performance Center M&P R8. Equipping the "Silverfield Ordnance .357" barrel attachment of the standard .357 also gives it a barrel similar to the R8.

Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum

The "XRK .357" on the left, next to an "XRK M4". Unlike the R8, the XRK has a 6-round cylinder, like the standard ".357".

An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.

Submachine Guns

Brügger & Thomet APC9 K PRO G

The Brügger & Thomet APC9 K PRO G was included in Season 5 as the "ISO". The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being extended to the rear, similarly to the Brügger & Thomet GHM9 carbine. It is depicted with a reciprocating charging handle like the original APC9 series (which didn't include a compact K variant), and the handle's length is intermediate between the original APC9 and the PRO variants.

It is fitted with a telescoping stock by default, but can be modified with a folding stock via the "FTAC Vagrant" attachment. The barrel options are the following: "ISO 140mm CQB", a slightly shortened barrel, "FSS Revolution", a long barrel similar to the APC9-P carbine (but with a custom handguard extension), "FTAC 225mm Dominator", an extended barrel of intermediate length between the full-size APC9 and the APC9-P, and "FSS Nightshade", an integrally suppressed barrel similar to the APC9 SD.

Brügger & Thomet APC9 K PRO G - 9x19mm Parabellum

Brügger & Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum

The vanilla APC9 K PRO G in Gunsmith.

Spawning in with the B&T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.

Captain Price with his APC9 in the Suldal Harbor map.

Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.

Working the B&T's fire selector.

Performing a non-empty reload.

About to dump out an empty mag.

Inserting a new one, and Price uses his trigger finger to release the bolt.

Tapping a wall with the APC9.

Brügger & Thomet APC9-P carbine - 9x19mm Parabellum

A customized APC9 with the "FSS Revolution" barrel.

Brügger & Thomet APC9 PRO G - 9x19mm Parabellum

Brügger & Thomet APC9 SD - 9x19mm Parabellum

The "FSS Nightshade" APC9.

FN P90 TR

The FN P90 TR is available in the game. The "FORGE TAC Retribution" barrel attachment adds an extended barrel and a large handguard to the front of the P90.

Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.

FN P90 TR (Triple Rail) with optics removed - 5.7x28mm

The P90 TR in-game.

Aiming down the rail mounted irons.

FN P90

The "FSS ring sight" gives the weapon an integrated reflex sight, turning it into an original FN P90. As with the AUG's unique integrated scope, the reticle cannot be changed.

FN P90 - 5.7x28mm

Modern Warfare Remastered, the translucent magazine is fully animated. The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like, the translucent magazine is fully animated.

View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.

Working the P90's action.

Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with "FORGE TAC Manufacturing USA".

"The Neutralizer" P90 which shows off the custom stock and waffle magazine all of the P90 blueprints have. This one is equipped with the "FORGE TAC Retribution" long barrel and handguard, which is based on the M-LOK handguards made by Dan Haga Designs for the PS90.

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 appears simply as the "MP5", and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard "tropical" wide handguard with an added bottom rail. The barrel attachments "FSS Light" and "Monolithic Integral Suppressor" give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).

In addition, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign. All blueprint variants in multiplayer have SEF trigger packs, and many of them also have the M-LOK handguard. The "Point Blank" variant lacks a scope mount by default.

The stock is extended by default, but equipping the "FTAC collapsible" stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.

The "FSS Mini" barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an SP89, and changes the HUD name to "MP5K". The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.

Using the "Burst Fire" perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.

Heckler & Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm

Heckler & Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm

Patrolling the Rammaza market with the MP5A3.

Aiming the SMG.

Actuating the MP5's fire selector.

Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.

Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.

Knocking the bolt back into battery with the old magazine still in hand.

Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.

Followed by the obligatory HK-slap to close the bolt.

Smacking the ground with the MP5's collapsible stock.

An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modelling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.

A multiplayer character holds an MP5A3 with a SureFire 628LMF-B handguard and a red dot sight attached to a low profile rail system.

About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in "Proxy War". Note that the triangular part on the lower receiver is modeled on the opposite side compared to a real SEF lower.

Heckler & Koch SP89 Pistol with factory 15-round magazine - 9x19mm

Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the Gulag Showers.

Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.

Heckler & Koch MP5A2

The "classic straight-line stock" attachment gives the MP5A3 a fixed stock, turning it into an MP5A2. The "Admiral's Pride" blueprint has a wooden stock and M-LOK handguard, along with some gold elements.

Heckler & Koch MP5A2 with Navy trigger group - 9x19mm

An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.

Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison. Note that the front part of the stock isn't wooden on this version.

The "Admiral's Pride" MP5.

Heckler & Koch MP5SD3

The MP5A3 can also be fitted with the "Subsonic Integral Suppressor", effectively turning it into an MP5SD3.

Heckler & Koch MP5SD3 - 9x19mm Parabellum

An MP5SD3 made from the "Point Blank" blueprint, in Gunsmith.

Heckler & Koch MP5SD2

Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an MP5SD2.

Heckler & Koch MP5SD2 - 9x19mm Parabellum

A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note that a rail is added to the bottom of the MP5SD handguard.

Heckler & Koch MP5/10

The MP5 can be converted to fire 10mm Auto ammunition, turning it into an MP5/10, minus the bolt hold open assembly.

Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto

Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto

The H&K MP5/10 equipped with a red dot sight and collapsible stock.

The fixed stock MP5/10 in Gunsmith. Note the tropical/B&T MP5 railed handguard hybrid.

Heckler & Koch MP7A2

A black Heckler & Koch MP7A2 appears as the "MP7". It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.

Heckler & Koch MP7A2 - 4.6x30mm

Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.

A vanilla MP7A2 in the Gulag showers.

Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.

Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.

Performing a reload with the MP7A2. Note the "FSS" marking, another fictional manufacturer from the game.

Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.

The MP7's stock attack.

The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.

The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.

The "Piercer" blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.

A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.

The iron sights are a bit simpler than the regular variants.

About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of "FSS", "First Signal Solutions".

Equipping the "Piercer" MP7.

IMI Uzi

The full-sized IMI Uzi is featured in the game, and has an accurately slow rate of fire compared to its depictions in the Black Ops series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the Micro Uzi.

Unlike previous games, the Uzi in Modern Warfare is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.

The “16.5" Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual Uzi Carbine. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was called "FSS Orion", but was later renamed to "FSS Carbine Pro". The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.

The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission "Embedded".

IMI Uzi with buttstock extended - 9x19mm Parabellum

IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum

An operator wields the Uzi in-game and admires the patriotic garage doors.

Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.

Reloading the Uzi with a fistful of magazines.

Pulling the bolt back on an empty reload. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), expect that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reoad. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.

Giving the brick wall a what-for with the Uzi's collapsible stock.

Drawing an Uzi; the player character slaps the stock to unlock it...

...and pulls it into position. Some attachment setups alter this "first time drawing" animation to the empty reload's bolt pull animation instead.

IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum

Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.

Uzi semi-automatic carbine with 16" barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum

The "Freight Train" .41 AE Uzi, which has a barrel shroud and a railed forend.

"Blowback"

The "Blowback" blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the Uzi Pro Pistol (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.

The "Speed Run" blueprint is very similar, but features a different setup of default attachments, including "no stock".

IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum

IMI Uzi with buttstock extended - 9x19mm Parabellum

The "Blowback" Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a "techno futuristic" makeover. "Corvus Defense" is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.

KRISS Vector

A KRISS Vector chambered in .45 ACP was added in Season 4 as the "Fennec". It is a hybrid of the Gen I and Gen II Vector, as it has the magwell, safety, and pistol grip of the former, but with the pivoting trigger, the ribs above the magazine release, and the lack of an opening above the barrel (for a SureFire weaponlight) of the latter. Furthermore, the "Fennec" lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, to the point that the proprietary "Super-V" recoil management system of the real world Vector would not be able to function.

The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the UMP45) locks the weapon to 2-round burst, while using higher damage (hollow point) ammo. Curiously enough, the Legendary "Silver Fox" blueprint does have three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).

There are two barrel attachment options for the Vector. The “ZLR 16" Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18" Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16" carbine (and not the 18.6" Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.

The "ZLR Sabre" suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the "no stock", which adds a detachable sling swivel like a Vector SDP pistol.

TDI / KRISS USA Gen I Vector Blank Fire with EOTech red dot sight and extended magazine - .45 ACP

KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum

Kyle Garrick holding a KRISS Vector in "The Story So Far" trailer.

The Vector SMG in-game.

Sighting in the Vector.

Working the side fire selector.

Withdrawing the Vector's magazine.

Reloading a new one.

Pulling the charging handle...

...or smacking the bolt release, Sleight of Hand style.

Thumping a pillar with the Vector.

KRISS USA Gen II Vector SDP - .45 ACP / 9x19mm Parabellum

A Vector SDP build in Gunsmith.

KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum

Call of Duty: Ghosts. The “ZLR 18" Deadfall” Vector CRB fitted with a 40-round drum magazine, along with an adjustable stock somewhat reminiscent of the KRISS DS150 stock used on the post-2017 Vector CRB & SBR. The Magpul angled grip clips into the magwell rather than being cut down as in

A silly looking Vector with the "Apex" and "Sabre" parts, along with an SL8 -style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).

LWRC SMG-45

The LWRC SMG-45 was added in Season 2 as the "Striker 45". The in-game model has a shorter barrel and handguard than the real weapon, along with a H&K UMP-like fire control group. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/carbine version (the closest match would be the UMP-like stock seen on the "Undertaker" blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.

LWRC SMG-45 pistol with stabilizing brace - .45 ACP

The "Striker 45" on Rust.

Aiming the LWRC.

Working the selector lever.

Wyatt performs a non-empty reload.

Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.

Sending the bolt home. The charging handle is only used in the draw animation.

Thumping a shipping container with the arm brace.

Heckler & Koch UMP45

The "Undertaker" variant of the SMG-45 resembles the Heckler & Koch UMP45, noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for Heckler & Koch USC lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows "MODEL 45", but by the time the gun/blueprint was in the game this had been changed to "FTX-45"; as of the Warzone patch this was been changed again to "STRIKER 45", making its unique trademarks nonexistent.

The UMP45 resemblance also applies to the later-added "Dream Dasher", "Evil Manifest", "Halcyon Days" and "Garrote" blueprints; the latter is fitted with the "FTAC Precision Fixed Stock", which is visually similar to an MP5A2's stock.

Heckler & Koch UMP45 with RIS rail - .45 ACP

The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.

Right side of the UMP in Gunsmith.

Drawing the UMP45 with a chamber check.

Pointing the UMP at some scaffolding.

Aiming through the raised sights.

Reloading the UMP. The charging handle now always stays forward in first person.

Heckler & Koch USC - .45 ACP

A USC-like build in the Gunsmith. The short magazine is a "12-round Hollow Point" magazine that increases the damage and also converts the full-auto setting into a two-round burst.

Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.

The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.

PP-19 Bizon-2

The PP-19 Bizon-2 is featured in the game. It uses a 64-round helical magazine by default, and can also use a fictional 84-round magazine.

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov

Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.

Looking down the Bizon's iron sights.

Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.

Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.

Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.

Rechambering the Bizon underhand style.

The operator attempts to break his SMG across a column.

A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.

Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.

The "Chuckwalla" Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.

Steyr AUG A3 9mm XS

The Steyr AUG A3 9mm XS appears simply as the "AUG". One of the multiple customization options is the "622mm long barrel", which gives it an AUG HBAR style barrel.

Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm

Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an IWI X95 , although the original low profile butt can be equipped instead.

The AUG A3 9mm XS in-game.

ADS view.

Locking the bolt back on an empty reload.

Pushing in a new mag.

Palming the charging handle forward.

Racking the stock against some rocks.

Thumbing the bolt release with Sleight of Hand.

The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the beta build of Modern Warfare 2019 erroneously used the safety as a fire selector switch. As of launch, this has been fixed.

Hadir's AUG in the 9mm variant as seen in the mission "Proxy War". Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.

The Legendary "Silverstar" blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.

Steyr AUG A3

The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an AUG A3 assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.

One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.

The "Gremlin" blueprint, Hadir's personal rifle, has a top rail similar to that of an AUG A2, as well as an A1/A2 flash hider. The "Death Roll" blueprint also has the same features (it does mount an A1 scope by default).

Steyr AUG A3 with optics removed and 16" barrel - 5.56x45mm NATO

Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.

Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm

An AUG A3 SF-style build in-game.

Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.

Reloading a 5.56 semi-waffled magazine.

Clacking some rocks with the AUG's stock.

The Legendary "Leecher" blueprint features a different custom stock than the "Silverstar" above, but once again lacks the bolt release.

The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.

Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.

The "Death Roll" AUG with the earlier style components and a Magpul AFG2.

Aiming down the iron sights mounted on the A2 rail.

Shotguns

Browning Citori 725

A Browning Citori 725 over and under shotgun with some alterations appears as the "725". The receiver was seemingly inspired by that of the Citori 725 Pro series, though the barrels lack the extended chokes seen on this version. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.

A unique "Hammer" variant is available to players who participated in the beta and reached at least level 10.

Browning Citori 725 Pro Sporting - 12 gauge

Browning Citori 725 Pro Trap - 12 gauge

The Browning Citori 725 in-game.

Aiming the shotgun.

Reloading the top barrel after firing a single shot.

Ejecting both shells, which appear to have been melded together.

The melee animation of the 725.

A player character wields a Citori 725 outfitted with a "Brownlee 32mm" magnified scope and a "Chronen Ergo Precision" adjustable stock. Although it might seem ridiculous to put a scope onto a shotgun, the 725 actually has the longest effective range out of any shotgun in the game, allowing it to practically snipe. Several nerfs have been implemented to remedy this, however it still remains deadly at such ranges a shotgun shouldn't be.

A promotional image of the "Hammer" pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.

Fostech Origin-12

The Fostech Origin-12 is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the "FORGE TAC Impaler" attachment gives it an 18.5 inch barrel.

Fostech Origin-12 with 9.75" barrel - 12 gauge

The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.

Aiming down the tacticool iron sights.

Somehow the operator manages to wield both magazines during a reload.

Rainbow Six: Siege. The shotgun is tilted over to show the bolt being released from empty, much like in

And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.

Fostech Origin-12 with 18.5" barrel - 12 gauge

Right side of the Origin-12 with the 18.5" barrel.

Some blueprints of the Fostech give it cosmetically different parts, such as the "Stealth Action" show here.

Fostech Origin-12 SBV

The "FORGE TAC Dart" attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.

Fostech Origin-12 SBV - 12 gauge

A good look at the "FORGE TAC Dart" arm brace.

Reloading a drum magazine into an Origin-12 SBV.

Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.

Knight's Armament Masterkey

The Knight's Armament Masterkey is an available underbarrel attachment for most assault rifles. It is referred to as the "12-Gauge Deputy" and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the "fully loaded" perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.

Knight's Armament Masterkey - 12 gauge

A view of the "12-Gauge Deputy" mounted on an M16-lookalike.

The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.

"Aiming" the device.

Hybrid Underbarrel Shotgun

The version available to the post-release Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94 uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the M26 MASS. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.

Knight's Armament Masterkey - 12 gauge

M26 MASS 12 gauge mounted on M4A1 carbine with C-More red dot sight 5.56x45mm

GP-25 - 40mm

The shotgun attached to the CTAR-21.

As seen from the right under a SG 551.

The hybrid Masterkey as seen in-game on a modified Tavor.

M26 MASS

A standalone M26 Modular Accessory Shotgun System was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the "VLK Rogue" in the loadout menu/HUD, but the markings on the model call it the "Mike 2-6", an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.

An update in April 2020 added the ability to use Dragon's Breath ammunition.

Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge

Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm

Gunsmith view of the M26 MASS.

The M26 on the Bazaar level.

Aiming the device.

Working the action, which sends out a spent shell.

Inserting the magazine on a partial reload. The markings above the trigger guard include "Shingletown, CA"; considering the Russian "ВЛК" (VLK) label on the magwell (and in the name), as well as the "ОРУЖИЕ" (weapon) marking on the rear sight, this is likely meant as an importer's mark.

Throwing an empty mag out of the M26, the user first pulls the bolt back.

Chambering a round from empty.

Remington 870 MCS

The Remington 870 MCS appears, referred to as the "Model 680". Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since Call of Duty 3 to correctly depict this procedure.

A unique "1337 Skeet" variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional "Lockwood Precision Series" stock. The same stock is also available on the "Hush" variant unlocked upon reaching the officer ranks (level 57).

A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.

Remington 870 MCS Entry - 12 gauge

The entry-length 870 MCS in-game.

Aiming the shotgun.

Pumping after firing a shot; the spent shell can be just barely seen to the right.

Reloading the Remington.

Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.

The MCS style stock inspects the photogrammetry-rendered earth.

A shorty 870 on the Shoot House level.

Wielding a wood-furnished Remington.

Sleight of Hand-reloading with a competition-like reload technique.

A Remington 870 modified from "The Ejector" blueprint, which features a redesigned receiver and new sights.

ADS of the different iron sights.

Reloading a slug shell - note the TiN-finished bolt.

Remington Model 870 DM - 12 gauge

Hawk Type 97-2 - 12 gauge

An 870 DM made from the "Gulf Stalker" blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.

The box magazine 870 in-game.

Reloading a magazine loaded with Dragon's Breath shells.

Tossing out an empty mag; as with the M26 MASS, the action is opened initially.

Chambering a fresh round.

Standard Manufacturing DP-12

The Standard Manufacturing DP-12 is featured in the game. In the campaign, it only appears in the final level "Into the Furnace", under the name "DP-12 Incendiary", and firing self-explanatory incendiary shells. In multiplayer, it is named "R9-0 Shotgun" instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar shotguns from previous Call of Duty games.

Standard Manufacturing DP-12 (FDE) - 12 gauge

When initially acquired, the user gives the DP-12 a dramatic pump.

The DP-12 in idle.

Looking through the MBUS PRO Steel Sights.

Cycling the shotgun after letting out two buckshot blasts.

Reloading; shells are quickly loaded into the right and left tubes.

One of the shotgun's melee animations.

The "Hardhat" DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.

Rifles & Carbines

AK-47

The AK-47 appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:

Barrel options consist of the "Spetsnaz Elite", a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0" RPK Barrel”, an RPK-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1" Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the AKS-74U and custom built "AK pistols"; and the “23" Romanian” barrel, which is identical to the “23.0" RPK Barrel” but with the addition of a PM md. 63 style foregrip.

Stock options consist of the "Field LMG Stock", a PKM-style stock; "Skeleton Stock", an AKS-74 folding stock; "No Stock", which replaces the buttstock with what seems to be an unused stock adapter; "FSS Close Quarters Stock", an M4-type telescoping stock mounted on a stock adapter; and "FORGE TAC Ultralight", a lightweight stock inspired by Fortis LA stock.

Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.

Using optic attachments adds a side-mounted Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.

Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time when the Russian armed forces have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called "AK-12" mentioned below.

The AK-47 on the Aniyah Palace level.

Aiming the Kalashnikov.

Working the AK's selector.

Performing a tactical reload.

And the tactical empty reload. The "Sleight of Hand" uses a sped-up version of this for all reloads.

Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.

Rapping on a wall with the wood stock.

Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.

The AK-47 in the official multiplayer trailer, equipped with what appears to be the "Flash Guard" attachment which is based on the SureFire SOCOM 3-Prong Flash Hider. However, in the final game the AK-47 uses a different flash guard.

AK-74

While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an AK-74 (while retaining the "AK-47" name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the "Revolution" blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.

An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an "AK-12". It has the AK-74's 5.45mm magazine, stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the "Spetsnaz Elite" handguard, the "FORGE TAC Ultralight" stock, and the AK-12's pistol grip (a component of the "Steel Curtain" blueprint in multiplayer, described below). This version has different markings on the receiver compared to the "Revolution" variant.

Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with "S-R-A" markings as opposed to the appropriate "S-A-R".

During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an "AKS-74u" in the multiplayer HUD, even if it weren't modified to Krinkov length as mentioned below. This was changed in the final game, with the name remaining "AK-47".

The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.

Alex wields the "AK-12" with an angled foregrip near the end of "Proxy War".

Reloading another AK earlier in the mission. All of the "AK-12" variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.

An "AK-12" on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.

East German MPi-AKS-74N - 5.45x39mm

The "Revolution" blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N.

AKM

The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an AKM, though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is seen in the film Wolf Warriors 2), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German MPi-KMS-72 style folding stock (the latter not being available to the player in the campaign). The aforementioned "Revolution" blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.

The "Steel Curtain" blueprint modification available at launch uses the aforementioned "AK-12" model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel), and is fitted with the same railed handguard, along with an "FSS Close Quarters Stock" attachment. The later two can be removed to give the AK its original stock and handguard. The stamped receiver/original AK barrel combination also applies to the "Black Bear", "Sand Sweeper", "War Saw" and "Dusk Ripper" blueprints added post-release, the latter also having an MPi-KMS-72 style stock.

AKM - 7.62x39mm

Equipping the "Operator Foregrip" (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game.

volk), corresponding to their wolf head logo. A closeup of the AKM receiver of the "Steel Curtain" blueprint AK. Note the serial number markings bizarrely using the Latin letters "SN" on a Russian weapon. "ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ" means "FOR MILITARY USE" and is likely inspired by the "RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY" markings found on some US government AR receivers. The "ВЛК" inscription under the rear sight is Russian for "VLK", a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for "wolf" in Russian (волк ,), corresponding to their wolf head logo.

The "Steel Curtain" AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.

MPi-KMS-72 - 7.62x39mm, for comparison.

Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.

The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.

The "Revolution" AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.

An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called "RPK" (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).

The AK with the “23" Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria "Polymaggs" 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.

Arsenal AR-M1

At the opposite end of the spectrum (when compared to the "Steel Curtain" and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian Arsenal AR-M1.

Arsenal AR-M1 - 7.62x39mm

An AK with the 74-style barrel assembly lying on the floor.

Reloading another example with a drum magazine.

Diseños Casanave SC-2026C

The “8.1" compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the "muzzle brake" and the "FSS Close Quarters Stock" resembles the Peruvian SC-2026C.

Diseños Casanave SC-2026C - 7.62x39mm

The SC-2026C lookalike in Gunsmith. It still has wooden furniture, and is fitted with a left-side dovetail mount for optics like the base AK-47.

Arsenal SAM7K pistol - 7.62x39mm

When no muzzle attachment is selected, the “8.1" compact barrel” has a Krinkov muzzle. The "no stock" attachment on this compact carbine gives it an appearance somewhat reminiscent of the Arsenal SAM7K.

The carbine in the multiplayer reveal trailer.

AKS-74U

The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1" Compact Barrel” as well as the "Skeleton Stock", creating a reasonable approximation of the AKS-74U. This setup is also found on the version referred to as "AK-12", and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints: "Upper Hand" (with no stock), "Duly Devoted", "Last Rites", and "Black Cat" (with an MPi-style stock).

Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.

The shorty AKS-74U modification on the floor, in this case fitted with the "FORGE TAC Ultralight" stock which is inspired by Fortis LA stock.

Modern Warfare, all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the Metro games). Gunsmith view of an AKS-74U made from the "Steel Curtain". Because there are no attachments that modify the standard AK leaf sight in, all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to thegames).

An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver and flip-up rear sight) can be seen in the background of unlockable emblems from Season 3.

AKMSU

The combination of either of the stamped-receiver blueprints with the “8.1" Compact Barrel” and "Skeleton Stock" attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the AKMSU.

AKMSU - 7.62x39mm

The "Steel Curtain" blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.

Lord of War. An AKMSU made from the "Revolution" blueprint. This specific configuration is reminiscent of the custom shorty AK from

Reloading the AKMSU.

AN-94

The AN-94 was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the production AK-12/15 rifles. As with Call of Duty: Black Ops II, the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a "bonus" round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the third round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).

It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the "AN-94 Sonic Brake". It also feeds from transparent 5.45 30-round magazines by default, and can take an RPK-74M extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.

Gunsmith preview of the default AN-94.

Initially equipping the AN-94 with an overhand bolt pull. The empty reload's underhand animation is instead if optics are equipped.

The Nikonov in idle.

As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the production AK-12/15 rear sight.

Using the fire mode selector.

A view of the partially-depleted magazine at the start of a tactical reload. Note the "СДЕЛАНО В КАСТОВИИ" markings which is Russian for "Made in Kastovia" (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates "Kastovia" is actually located in Azerbaijan).

Reloading with both mags sandwiched together, the old one is upside down.

Battlefield 3/4 style. Kicking out an old magazine, verystyle.

Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.

Melee-ing gives also gives a good view of the dynamic 5.45 magazine.

ASh-12.7

The ASh-12.7 prototype appears as the "Oden", likely an alternative reading of "Wōden", the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional "factory" barrel lengths are available to the "Oden", with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.

It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.

ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm

ASh-12.7 prototype - 12.7x55mm

The ASh-12.7 on the Stack small map.

Aiming down the rather short-radius iron sights.

Tossing an empty mag aside on the empty reload.

Pulling the ASh-12's charging handle.

Stock attack of the weapon.

The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large VSSK Vychlop -like suppressor.

Operator Minotaur shows off his guns and the right side of the weapon.

"The Liar" blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.

A stylized Oden as seen with the "Carbon Bear" blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The "Black Asp", "Ground Splitter", and "Krampus" blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side.

Colt Model 933

The Colt Model 933 appears, inaccurately referred to as the longer-barreled M4A1. By default, it is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambi sling mount. Similarly to the Modern Warfare 2 M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan BCM B5 Enhanced SOPMOD buttstock, tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover and partially tan KAC sights.

It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an LMT M203 grenade launcher. It can also be converted to use .458 SOCOM ammunition. The "no stock" attachment replaces the collapsible stock with an AR pistol receiver extension. The "Burst" perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with the "OG" blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.

The weapon's model features some of the best details in the entire Call of Duty series, with articulating bolt releases, magazine releases, and selector levers. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.

Colt Model 933 - 5.56x45mm NATO

Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.

The RO933 in idle.

Aiming down the KAC sights.

Working the AR fire selector switch.

Reloading the PMAGs. The magazine stop is properly animated.

Call of Duty 4. Note also the FORGE TAC markings all over the side of the gun. The bolt release paddle also sticks out on empty. Detailed animations have come a long way since. Note also the FORGE TAC markings all over the side of the gun.

Chambering the Colt Model 933 with a forceful smack.

Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked "Fire" (which is normally seen on civilian rifles) as opposed to "Semi" on real select-fire ARs. Nevertheless, some blueprint variants such as the "Thunderclap" and "Grail Quest" have the appropriate markings.

Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.

Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. The semi-auto marking is missing from the left side of the base weapon.

A modified Model 933 chambered in .458 SOCOM, including "The Purist" blueprint which makes the pistol grip black and uses iron sights from the XRK version.

A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the "Commando Foregrip", which resembles a Magpul Angled Foregrip.

ADS of the different sights.

Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The "Calibrutal" blueprint has some visual features reminiscent of this weapon.

The "Calibrutal" AR, with a ludicrously thick barrel and muzzle device.

Mk 18 Mod 0

The “FSS 11.5" Commando” barrel attachment turns the weapon into a Mk 18 Mod 0, albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5" barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.

Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO

Call of Duty 4. Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in

A carry handle equipped Mk 18 Mod 0 made from the "Jumping Spider" blueprint. Prior to Season 5, the magazine and stock had the same tan color seen above but are now recolored black. The same color change is also present on the KAC rail cover on the 933's RIS II.

M16A3

The weapon can be fitted with the fixed buttstock of an M16. When combined with the "Corvus Custom Marksman" or the "Stock M16 Grenadier" barrel attachment (the latter having an M203 heat shield), this makes it resemble an M16A3 (Colt Model 901). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.

Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The "OG" Weapon Blueprint adds a slightly modified carry handle along with the "Stock M16 Grenadier" barrel and M16 stock. "The Breakup", "Jumping Spider" and "Grail Quest" blueprints also add the carry handle, but with different paint schemes and attachments. The "Kingly Splendor" blueprint features STANAG magazines.

FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.

Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.

The M16/M203 combo setup in-game.

Smacking the forward assist on an M16A3/A4 lookalike.

The auto M16 on the Gun Runner level.

Reloading the SureFire MAG5-based 50-round magazine.

Thumping the ground with the M16 stock.

Scope view of the psuedo-SPR.

An M16 build made from the OG blueprint. Note the reworked carry handle, which resembles a G36's scoped carry handle with the front end cut out, and another cutout is present along the rail. The RIS mount knobs are on the right-hand side, opposite of the real version.

Aiming through the sights of the waifued up "The Breakup" blueprint.

An unmolested "OG" M16.

Looking through the carry handle rear sight.

Colt 9mm SMG

The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5" Commando” attachment, this makes it resemble a Colt 9mm SMG, though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).

Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm

A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.

Killing Floor 2. Performing a tactical reload, a bit like the R0991 in

Inserting a magazine on the empty reload.

Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.

The "Oscar Mike" blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.

"XRK M4"

The "XRK M4" blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.

It is equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.

Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)

The "XRK M4" along with an "XRK .357". The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group, unlike the standard "M4" weapon model.

A character about to flip the safety switch of the "XRK M4" in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the "Zip Tie"), the appropriate "Semi" marking is used, but the "Safe" and "Auto" markings are reversed, with the fire selector pointing towards the user but somehow set to "safe".

Curiously enough, black versions of the "XRK M4" can be found from Marines in the single player campaign.

Getting a good view of the carbine.

Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs.

Affixing the XRK M4 with the “FSS 14.5" Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16" barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard “FSS 14.5" Tac Lite” handguard.

M4A1 Carbine

The "Task Force" blueprint added in March 2020 is modeled after an actual M4A1. It largely resembles the weapon seen in Modern Warfare 2, though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.

Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of Call of Duty 4: Modern Warfare.

M4A1 - 5.56x45mm NATO

Call of Duty six vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13". The "Task Force" blueprint. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typicalsix vent treatment, and has a non-standard charging handle like the other "M4A1" variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the "M13".

Modern Warfare 2 bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the "totally not 6 position stock". Full view of "Task Force" which more or less has the same setup as the M4A1 inbar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the "totally not 6 position stock".

An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.

FAMAS F1

The FAMAS F1 is featured in the game, and fires in three-round bursts by default, like in Modern Warfare 2. It was referred to as "FR .556" in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to "FR 5.56". Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.

It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a Remington ACR, despite the FAMAS not even being gas-operated.

The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous Call of Duty games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.

In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.

FAMAS F1 - 5.56x45mm NATO

FAMAS with PGMP rail mount system - 5.56x45mm NATO

Remington ACR with 14.5" barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.

Initially-drawing the FAMAS results in a fast brass check.

The FAMAS in-game.

Aiming down a new set of rail-mounted irons.

Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.

Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.

Charging the FAMAS F1.

Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.

A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.

A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.

FAMAS G1 - 5.56x45mm

A yet-unreleased FAMAS G1 blueprint in an intro screen to the armory.

Battlefield games. A FAMAS blueprint released in Season 4 simply labeled "Fractured" includes the G1 style triggerguard and the Valorisé upper receiver discussed below, a similar configuration seen in recentgames.

FAMAS Valorisé

The "Fractured Forces" and "Code Breaker" blueprints convert the base FAMAS into a prototype FAMAS Valorisé, albeit with some cosmetic modifications.

FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm

The "Code Breaker" in Gunsmith with an EOTech HHS and vertical grip.

The "Fractured Forces" in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, but at least it's gold-plated now.

Chamber-checking the "Code Breaker".

The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.

Looking down the sights.

Inserting a magazine in the empty reload.

Chambering the Valorisé.

FN FAL

The FN FAL is available in-game. By default, it is fitted with an 18" barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21") via the "XRK Marksman" or the inaccurately named “18.0" Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16" barrel with the (also inaccurately named) “13.0" OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.

It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the "Burst" weapon perk.

The "Aristocrat" blueprint can be unlocked after purchasing "The Royal Armory II" pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and "Royal Armory" is inscripted on both sides. The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.

FN FAL 50.00 - 7.62x51mm NATO

FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel & muzzle

FN FAL "G Series" - 7.62x51mm NATO

The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.

The FN FAL on the "Hackney Yard" multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.

Aiming the rifle.

Call of Duty games. Prior to a patch, the weapon was depicted with "S-E" selector markings like the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector lever was set to safe, though in the currently shown position it would be pointing towards the full-auto setting on a real FAL. Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previousgames. Prior to a patch, the weapon was depicted with "S-E" selector markings like the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector lever was set to safe, though in the currently shown position it would be pointing towards the full-auto setting on a real FAL.

On empty, the user checks the empty chamber...

...swaps the magazine...

...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.

Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.

FN FAL Paratrooper

The “Factory 18" Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.

IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO

The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.

DSA SA58 OSW

The "Smooth Dominator" and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith.

DSA SA58 OSW Carbine - 7.62x51mm NATO

SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm

The base "Smooth Dominator" FAL, which gives it a DSA SA58 OSW style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.

The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.

The pseudo-SA58 on Vacant.

Using the new set of iron sights.

Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actutated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has "7.52 mm" markings on the receiver, even though the magazine correctly reads 7.62 mm.

The old magazine dropping out.

Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown "A-S" marks, there should be "S-R" markings, and the "A" should be in front of the selector switch (full-auto position).

FN SCAR-H

The SCAR-H appears as the "FN Scar 17". During the beta, it was incorrectly called "FN Scar 17s", which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the "FN" moniker in its name, the markings identify the fictional manufacturer "Forge Tac Arms USA" as the weapon's maker instead. "The Traitor" blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.

The weapon is also seen in the "Poster" calling card in multiplayer.

Third Generation FN SCAR-H STD - 7.62x51mm NATO

Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which either has no length of pull adjustment or it works like an ACR stock), the relocated pins, and the greatly elongated side rails.

Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.

The regular FN SCAR in-game.

BOII, the top half of the rear sight is missing, though the front sight hood is now missing as well. Aiming; as in, the top half of the rear sight is missing, though the front sight hood is now missing as well.

Using the SCAR's fire selector.



* Like the "M4A1", the magazine release is animated.

* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.

* There is a vertical outdent on the magwell, w